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Matthew Fuller/Texts/Books/Author/How to Be a Geek - Fuller, Matthew;.pdf
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Table of Contents
Title page
Copyright page
Acknowledgements
Biographies of Co-Authors
Introduction
Geek
Collaborators
Overview
1: The Obscure Objects of Object Orientation
Languages of Objects and Events
Abstraction, Errors and the Capture of Agency
Stabilizing the Environment
Encapsulation, Exceptions and Unknowability
Conclusion: Ontological Modelling and the Matter of the
Unknown
References
Notes
2: Abstract Urbanism
Development of Simulation as a Scientific Practice
Abstraction as Urbanism
Diagram City
Logics
Logic Gates
References
Notes
3: Software Studies Methods
References
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Notes
4: Big Diff, Granularity, Incoherence, and Production in the
Github Software Repository
Coding Processes and Architectures
Anatomies of Forks
Generations of Versions
Events in the API
‘Post-FLOSS’ Archiving and the Archive as Engine
Diff as Infrastructure
Organizing Incoherence
References
Notes
5: The Author Field
Naming Names
A Genealogy of the Author Field in Word Processor File
Formats
Into Identity
The Author Field and Doubt in Criminal Forensics
User ID
Case 1: Author
Case 2: JPEG Metadata
Metadetail
Lingering Certainty
References
Notes
6: Always One Bit More: Computing and the Experience of
Ambiguity
The Experience of Number
MMORPGs and the Demand for Experience
Machinic and Distributed Experience of Computing
Ambiguity and Paradox
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Fun Becomes Systemic
Machinic Funs
Minecraft ALU and CPU by theinternetftw
Megalithic Chuckles
References
Notes
7: Computational Aesthetics
Medium Specificity
Computational Construction
Ten Aspects of Computational Aesthetics
If – Then
References
Notes
8: Phrase
1
2
3
4
5
References
Notes
9: Feral Computing: From Ubiquitous Calculation to Wild
Interactions
Interaction: The Extension of Computation beyond
Calculation
The Interactive Paradigm: A Cybernetic Revival
From Cybernetics to Interactive Designs
Feral Computation and Design
Interaction, Society and New Distributed Systems
Some Closing Remarks
References
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Notes
10: Just Fun Enough To Go Completely Mad About: On Games,
Procedures and Amusement
Let's Play
Game as Block
Procedures
Agar.io
Twitch Plays Pokemon
Ambience and Dosage
References
Notes
11: Black Sites and Transparency Layers
Metaphor as Transparency Layer
Transparency Layers
Flat Designs
API
Black Sites
Total Dashboard
Architectures
References
Notes
End User License Agreement
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Copyright page
This collection © Polity Press 2017
Introduction & Chapters 3, 6, 10, 11 & 12 © Matthew Fuller
Chapter 1 © Matthew Fuller & Andrew Goffey
Chapter 2 © Matthew Fuller & Graham Harwood
Chapter 4 © Matthew Fuller, Andrew Goffey, Adrian Mackenzie, Richard Mills &
Stuart Sharples
Chapter 5 © Matthew Fuller, Nikita Mazurov & Dan McQuillan
Chapter 7 © Matthew Fuller & M. Beatrice Fazi
Chapter 8 © Matthew Fuller & Olga Goriunova
Chapter 9 © Matthew Fuller & Sónia Matos
The right of Matthew Fuller to be identified as Author of this Work has been
asserted in accordance with the UK Copyright, Designs and Patents Act 1988.
First published in 2017 by Polity Press
Polity Press
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Cambridge CB2 1UR, UK
Polity Press
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Malden, MA 02148, USA
All rights reserved. Except for the quotation of short passages for the purpose of
criticism and review, no part of this publication may be reproduced, stored in a
retrieval system or transmitted, in any form or by any means, electronic,
mechanical, photocopying, recording or otherwise, without the prior permission of
the publisher.
ISBN-13: 978-1-5095-1715-2
ISBN-13: 978-1-5095-1716-9 (pb)
A catalogue record for this book is available from the British Library.
Library of Congress Cataloging-in-Publication Data
Names: Fuller, Matthew, editor.
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Title: How to be a geek : essays on the culture of software / [compiled by] Matthew
Fuller.
Description: Cambridge, UK ; Malden, MA, USA : Polity, 2017. | Includes
bibliographical references and index.
Identifiers: LCCN 2016042587 (print) | LCCN 2016058649 (ebook) | ISBN
9781509517152 (hardback) | ISBN 9781509517169 (pbk.) | ISBN 9781509517183
(Mobi) | ISBN 9781509517190 (Epub)
Subjects: LCSH: Software engineering–Psychological aspects. | Software
engineering–Social aspects.
Classification: LCC QA76.76.H85 H69 2017 (print) | LCC QA76.76.H85 (ebook) |
DDC 005.1–dc23
LC record available at https://lccn.loc.gov/2016042587
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Every effort has been made to trace all copyright holders, but if any have been
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For further information on Polity, visit our website: politybooks.com
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Acknowledgements
‘The Obscure Objects of Object Orientation’ (with Andrew Goffey)
was previously published in Penny Harvey, Eleanor Conlin Casella,
Gillian Evans, Hannah Knox, Christine McLean, Elizabeth B. Silva,
Nicholas Thoburn and Kath Woodward, eds., The Routledge
Companion to Objects and Materials, Routledge, London, 2013, and
in a variant form in Zeitschrift für Medienwissenschaft. With thanks
to Claus Pias, Elizabeth B. Silva and Nicholas Thoburn.
‘Abstract Urbanism’ (with Graham Harwood) was previously
published in Rob Kitchin and Sung Yueh Perng, eds., Code and the
City, Routledge, London, 2016, and presented at the Programmable
City workshop at Nirsa in Maynooth the previous year. Thanks to all
at the Programmable City project.
‘Software Studies Methods’ was previously published in Jentery
Sayers, ed., The Routledge Companion to Media Studies and Digital
Humanities, Routledge, New York, 2016. With thanks to Wendy Hui
Kyong Chun and Jentery Sayers.
‘Big Diff, Granularity, Incoherence and Production in the Github
Software Repository’ (with Andrew Goffey, Adrian Mackenzie,
Richard Mills and Stuart Sharples) was previously published in Ina
Blom, Trond Lundemo and Eivind Røssaak, eds., Memory in
Motion: Archives, Technology and the Social, Amsterdam University
Press, Amsterdam, 2016. It follows research with the co-authors in
the ESRC-funded Metacommunities of Code project, led by Adrian
Mackenzie.
‘The Author Field’ (with Nikita Mazurov and Dan McQuillan) follows
from work on the London Cryptofestival in November 2013. With
thanks to Yuk Hui.
‘Always One Bit More: Computing and the Experience of Ambiguity’
was previously published in Olga Goriunova, ed., Fun and Software:
Pleasure, Pain and Paradox in Computing, Bloomsbury, New York,
2015. With thanks to Olga Goriunova, Annet Dekker and Anette
Weinberger.
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‘Computational Aesthetics’ (with M. Beatrice Fazi) was previously
published in Christiane Paul, ed., A Companion to Digital Art,
Wiley-Blackwell, Oxford, 2016. With thanks to Christian Paul and
Beatrice Fazi.
‘Phrase’ (with Olga Goriunova), was previously published in Celia
Lury and Nina Wakeford, eds., Inventive Methods, Routledge,
London, 2013. With thanks to Olga Goriunova, Celia Lury and Nina
Wakeford.
‘Feral Computing: From Ubiquitous Calculation to Wild Interactions’
(with Sónia Matos) was previously published in Fibreculture
Journal, Sydney, 2011. With thanks to Sónia Matos and Andrew
Murphie.
‘Just Fun Enough To Go Completely Mad About: On Games,
Procedures and Amusement’ was previously presented as a paper at
the St Petersburg Centre for Media Philosophy; a workshop
organized by the ARITHMUS research project at Goldsmiths; and CDare at Coventry University. Thanks to Alina Latypova, Evelyn
Ruppert, Baki Cakici, Hetty Blades and Scott de la Hunta.
An early version of ‘Black Sites and Transparency Layers’ was given
as a talk organized by Robin McKay of Urbanomic at Thomas Dane
Gallery, London, March 2015. With thanks to John Gerrard. A later
version was presented at the Academy of Fine Arts Nuremburg, with
thanks to Kerstin Stakemeier; at the Interface Politics conference,
Barcelona, April 2016, with thanks to Jaron Rowan and Pau Alsina;
and as an inaugural lecture at Goldsmiths, with thanks to everyone
there.
Thanks to Femke Snelting and Sarah Magnan of Open Source
Publishing for the cover design, and to John Thompson and George
Owers at Polity for an easy and affable collaboration. Many thanks to
Fiona Sewell for brilliant diagnoses and surgery of the text.
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Biographies of Co-Authors
M. Beatrice Fazi is a Research Fellow at the Humanities Lab,
Sussex University, where she works on the cultural theory and
philosophy of computing.
Andrew Goffey is co-author, with Matthew Fuller, of Evil Media
and translator of books by Félix Guattari and Isabelle Stengers
amongst others. He is Associate Professor in Critical Theory and
Cultural Studies at the University of Nottingham.
Olga Goriunova is Senior Lecturer in the Department of Media
Arts, Royal Holloway, University of London, and is editor and
curator of many projects, and author of Art Platforms and Cultural
Production on the Internet.
Graham Harwood is a member of the artist group YoHa and
Senior Lecturer at Goldsmiths, University of London.
Adrian Mackenzie is Professor of Sociology at Lancaster
University and author of numerous books including Wirelessness:
Radical Empiricism in Network Cultures.
Sónia Matos is a designer, Lecturer in the Department of Design,
University of Edinburgh, and a Research Fellow at the Madeira
Interactive Technologies Institute.
Nikita Mazurov is a security and forensics researcher and
Postdoctoral Researcher at the Living Archives Project, University of
Malmö.
Dan McQuillan is Lecturer in Creative and Social Computing at
Goldsmiths, University of London, and science and technical lead for
Science for Change Kosovo.
Richard Mills is a Research Associate at the Psychometrics Centre,
University of Cambridge, and a researcher in the statistical analysis
of online data.
Stuart Sharples is a Senior Research Associate in the Department
of Sociology, University of Lancaster.
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Introduction
The mode of knowing software is not yet established. We are still at a
point where a critical language to understand the wider domain of
computational culture is only beginning to ferment. There is a lot of
writing about software, a lot of writing in and as software, and a lot
of conjuration of alphanumeric strings that is done by and as
software. Writing on software which works through a critical or
speculative mode is not especially different from these things; it
inhabits some of the same modes, idioms and intellectual habitats. It
works, at one scale or another, with the same logical aggregates.
Writing on software is thus at least partially inside software, even
when presented as a paper book. The point in this collection of texts
is to work into a few places within that condition.
Due to the complexity and variety of entities and processes that
produce computational cultures, and the multiplicity of ways in
which they can be understood, experienced, put into play, there is a
movement between modes of writing here. Some of the texts are
musings, almost dazed, gazing into the screen, across a slither of
cable, or into the genealogies of logics in an attempt to discern a
murmuring between registers. Others are more programmatic essays
that attempt to find the intersections between certain combinations
of parabola of enquiry and to draw some locations, speeds and
movements out from them. Concatenations of numbers drawn from
systems are arrayed and compared, alongside ideas about what
numbers are.
To write about software cultures, then, is not to attempt to stamp an
order on it, but to draw out some conditions that are particular to the
way in which computational systems, and the different scales of their
articulation, from minor aspects of interface to globally oriented
mechanisms, can be brought into resonant communication with
ideas and questions that extend them beyond the private
conversations of technical experts into wider conjugations of ways of
asking questions and making problems. Equally, much of the work
here operates with the concepts of computer science as
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fundamentally cultural and political, as something core to
contemporary forms of life and thus as open to theoretical cultural
exploration as much as architecture, sexuality or economics might
be. Indeed, a proposition of this book is that computing is aligned
with all three of these, and other factors, in numerous ways and that
tracing these conjugations can give us some information about
contemporary life that would be unavailable otherwise. This is to say,
too, that whilst the work to address software as culture is currently
taking many forms, to reduce it solely to the stable sets of categories
and objects known to existing disciplines is to miss the historical
moment.
Geek
To be a geek is, in one way or another, to be over-enthused, overinformed, over-excited, over-detailed. There is an awkwardness born
out of a superfluity of an extraneous kind of desire that becomes a
febrile quiver in the face of an interesting problem. To be geeky is to
have too much interest in something to the detriment of
comportment, code spilling over into a gabble, a liveliness found in
something that a more reserved protocol would keep under wraps or
avoid. To be a geek is to be a bit too public with your enthusiasms, to
be slightly unaware in turn that these thrills may, to others, rightly
be dull as dust dehydrated with a special process of your own
invention. Its mixture of juiciness and dryness, being able to get
juiced on dryness, perhaps gets to the core of the problem. Frankly,
it's a ludicrous position to be in – it is after all a bit bewildering to
find this stuff so fascinating – but it is one whose perversity puts it in
a strange relation of proximity to fundamental dynamics in
contemporary life.
Such a condition leads many geeks into precariously powerful
positions. Companies founded and staffed by geeks rule the world in
many ways. They fill institutions and create commercial entities. One
can be both ludicrous and lucrative, a maniac for certain details that
remake the cosmos by their syntax, or that found a new grammar of
relation between things. Geeks created the internet and fight over its
meaning. They govern and subvert governance, or keep it ticking
over with regular incremental upgrades. Geeks produce extravagant
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contraptions that cement their positions in the most comedically
venal ways, but they also make machines with panache that autodestruct in deserts and car parks and servers; sometimes
intentionally. They make games that provide the grounds of
individuation for millions, and then find the wealth it occasionally
brings depressingly pointless but irresistible.
Given this, geeks may often mute themselves, try and pass as
underwhelming. This is probably an adequate survival strategy in
many circumstances. An alternative to it is a form of intellectual
cosplay: learn to grow and stretch out your membranes to generate
new kinds of sensitivity to the present. In the growth of such tender
surfaces and depths, become slightly perturbing (as in the Dutch
word gek, which shares a common etymological root with geek,
meaning mad, or crazy), develop the capacity to feel the interaction
of electromagnetic waves with your anorak of ideas. Work their
ordering via logic into concatenations of circuits that then propitiate
further ordering. Sense on into their interaction with other forces
arrayed as fields and intensities at the scales of the social, the
aesthetic, the ideational or economic. Learn to trace, cajole and
heighten the fatal and illuminating crossings of wires and desires.
Such an unfolding and an invention of sensitivities means also some
reflection on the figure of the geek, as something both powerful and
flawed. The geek tragedy improves on the traditional mixture of
these two qualities by adding the factor of technology. This variant of
the tragedy is there since that of Icarus, who flew too close to the sun
and melted his wings. If the traditional reading of Icarus is a warning
about the hubris of knowledge in relation to nature and the
inviolable space of the gods, technology folds in both violation and
knowledge as constitutional factors. Any attempt to ‘White Box’
technology as a simple Good that needs no examination misses this
fundamental transformative characteristic. But contemporary
technology is not simply an extension of a man – like wings of wood,
wax and feather – which would be a purely mechanical effect. (At the
very least, the physics of the nineteenth century, which was radically
changed by the fields and waves of electromagnetism, should have
curtailed that conjecture.) It is one whose characteristics are also
profoundly mathematical and logical, bringing the force of
abstractions into combination with materialities as diverse as labour,
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the primitive accumulation economies of extraction (for making
metal-hungry devices), and into the complexities of contemporary
cultural geopolitics that move from the interpersonal to the
international with unaccustomed rapidity. The powers of electronics,
and the ability to couple and intensify those with logical descriptions
that create processes that traverse the social, economic and cultural,
intensify in turn the powers of fascination and the ability to invent
that are characteristic of geeks. We have yet to find ways to think
through the full combination of these forces and scales of
articulation. As luck, which begins every tragedy, would have it,
however, we are in the midst of all this and have at least the capacity
to geek out on the problematic. The texts collected here are different
kinds of attempts to do just this.
Collaborators
But talking of geeks: crucial to many of the texts brought together in
this book is that they are collaboratively written. My companions in
their writing are a designer, programmers, computer scientists,
security researchers, statisticians, social scientists, philosophers,
cultural theorists, a reluctant artist, and combinations of these. Such
collaborations bring and induce capacities, ideas, combinations and
indeed data that would otherwise not come into communication with
each other. Key to software studies approaches is that of engaging
with texts, ideas, objects and systems from computer science and
digital technologies in dialogue with those of cultural theory, digital
media cultures, art, hacking and elsewhere. People who embody and
enliven this dialogue in different ways are fundamental to this book
and provide the corrugation necessary to make these papers stand
up.
As a field, software studies has so far successfully remained minor in
an era of the consolidation of disciplines – which survive, and
strengthen, primarily as buttresses against institutional attrition.
This ‘success’ of course is presided over by the irony that, since it
emerges to address some of the key features of the last decades, these
features are sometimes more or less attended to by other
approaches, more disciplinary in nature, that then stand in for a
more fundamentally inter- or anti-disciplinary form of knowledge.
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Here, elements of computational cultures operate as metonyms for
what then is magically imaginable as a resolvable whole; or are
addressed solely in terms of the categories, tools and formats of such
disciplines without taking the risk of their transformation. It is the
tendency towards the wholehearted embrace of the contact zone that
characterizes software studies.
This is not a fully accomplished, uncomplicated or universalizable
proposition, however. Each of the collaborations here has its own
texture rather than a generalized or un-preworked wide-openness.
The patterns that each essay brings together create resonances
across distributions of knowledge and skill that create different
tensions and confluences. The allocation of terminology or inference,
or in the discussions and iterative decisions as to what constitutes a
useful fulcrum for levering up and analysing the entity or processes
under discussion, provide forces around which the text aggregates.
Indeed, in some cases here, the operation of programs and scripts,
their relations to systems and data, or the use of forensic techniques,
provide another set of collaborators that in turn generate the texts
here.
Overview
Collectively, this book presents an assembly of explorations of some
of the fundamental infrastructures of contemporary life:
computational structures, entities and processes that undergird,
found and articulate economies, entertainment and warfare, to name
simply their interactions with the ascendant holy trinity. This is to
say that software is considered to be fundamentally cultural.
Working with the objects and ideas of computer science as part of
culture is to say that they take part fully in numerous ways of life;
that they are inscribed by ideas and produce feelings and relations
through and incidentally to these; and, as a scientific and technically
generative set of fields, that it has numerous consistencies and
textures within it that are both ‘internally’ significant within those
fields, with their own codes, powers and sources of fascination, and,
in these more or less abstract or autonomous conditions, able to
create alliances with and patterns of excitement, disequilibria and
amplification for other aspects of culture, asymmetrically ranging in
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their iterative acuity in relation to things as disparate as alphabets
and institutions, as caresses and contracts. It is the interplay and
development of the internal formulations that in many senses excites
geeks. But it is their interleaving with these other aspects of software
as culture that also changes the position of geeks today. Geeks are
not only a ‘people to come’ – inhabiting a world ahead of its
realization in ideas or in artefacts, or in selves, by means of what
might retrospectively become their precursors – but are also brought
into being as entities that inherently entail a kind of spasm of
parody, of silliness. This, alongside the way in which the logical
foundations of computing render it unstable at different scales, and
are therefore often scaffolded, corralled, against this logical
unfinishedness at others, is part of what initiates the figure of the
geek, and the processes of computing open to their outsides at
different scales.
But these logical foundations are also what allows for a remarkable
continuity of form – through the generality of the abstract machine,
a metamachine that computing puts into place – that sets up much
of the tension and generativity in computing. Between abstraction
and control, between replicability and translation, between
generality and precision, computing forges and sometimes enforces
new conjunctures, tensions and orderings. That is why software is
both experiential and political, both iterated through the human yet
markedly posthuman, as well as being multiply tied into the political
mechanisms that seem only able to offer themselves in terms of a
charade of humanism (as its mirror, as its tools, as its better self, as
its means of knowledge and communication, as something that will
iteratively deduce its secrets and its ailments, and so on). At the
same time these political mechanisms curtail the humanism they
claim to enhance, enforce seriality, tie it ever more closely into
transactional mechanisms that translate to capital as a twinned and
increasingly informational abstract machine where the individual,
whom it ostensibly lauds, is merely figured as a nexus of contracts
and flows of credit units and data. The essays collected in this book
are aimed in different ways at prising open this condition.
They are published in thematic clusters: Histories, Entities,
Aesthetics, Powers. The Histories section develops accounts of two
key objects in computing history, object orientation and agent-based
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modelling. The chapter entitled ‘The Obscure Objects of Object
Orientation’ charts a cultural and critical history of this fundamental
form of programming through the development of object-oriented
programming in educational psychology and social democratic forms
of workplace governance to its present dominance in both the
conceptual modelling and the development of software to its position
in the global software authoring economy.
‘Abstract Urbanism’ provides a genealogy of key projects and
thinking in the domain of urban modelling from the 1960s onwards,
developing an account of the way in which it embodied critical and
speculative approaches to mathematics, logic and city and social
processes, with sometimes dubious and often creative significance.
Modelling as a form of thought, as a means of experimentation with
parameters and actions, has become one of the most subtle and
advantageous computational operations. Its actual and ostensive
power authorizes and encourages decisions. Understanding the
computational part and the evidential grounding of such decisions,
as well as the way they are socially located and conceptually and
technically delimited, is crucial in developing the capacity of
modelling for thinking through cities as condensers of social and
technical forces.
The Entities section presents ways of addressing analyses of software
cultures at different scales and via the different kinds of objects or
entities that they entail. It starts with a chapter outlining a brief
survey of ‘Software Studies Methods’. Since software is so
heterogeneous and so multi-scalar, this chapter is necessarily
incomplete as a survey, but it points towards a range of different
ways for engagement, analysis and reflection that are being
developed. Around these are numerous clusters of researchers, more
or less in communication about what come into being as mutual or
distinct modes and points of enquiry. Shared amongst them is the
sense that, whilst software is not absolutely distinct from other
factors, such as, most obviously, hardware, it has sufficient
specificity and significance in its own terms to demand enquiry and
speculative development. Whilst terms, such as algorithm, code, or
infrastructure and others, may move in and out of focus of different
kinds of collective attention over time, numerous kinds of continuity
are also developed by the field.
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The section then goes on to two chapters that describe and analyse
two exemplary kinds of object in contemporary software culture. ‘Big
Diff’ takes as its object a large-scale distributed software repository,
Github. Merging data science techniques with a theoretically
grounded analysis, this essay provides both a reading of this major
part of contemporary software development infrastructure and what
is a hopefully methodologically interesting work in between the two
approaches. Github, which is built on the file-management system
Git, developed by Linus Torvalds, is particularly interesting as a site
of production because it is symptomatic of the way in which some of
the conditions of software culture, derived both from computational
forms and from cultural tendencies that are manifest as conventions
realized in software, drive forms of work, communication and valuecreation in ways that are articulated through software's work on
itself. The way in which Git and Github re-order the question of the
nature of the archive is particularly symptomatic here. Like much on
the internet today, Github is an architecture that centralizes the
distributed structure of Git – a file structure that dramatically
inverted a social taboo (that against forking, duplicating and varying,
code) as a means of establishing a collective resource. In turn, the
site also provides the grounds for what this article suggests is a PostFLOSS (free, libre and open source software) form of code. But
software's work on itself is something that also figures as a subtext of
the book as a whole, indicating both the developing complexity and
maturity of aspects of software cultures and the degree to which it
also becomes something reflexive.
The following chapter, ‘The Author Field’, takes a more microscopic
object as its approach, developing a genealogy of a specific piece of
metadata, as named in the title. Forensic and counter-forensic
literature and techniques are used to examine the modulation
between apotheosis and disappearance this term is subjected to by
the technical operations of mundane technologies such as word
processors. What are the ways in which forms of writing are
produced, stabilized, repeated, transducted in such processing – and
how does this articulate the figure of the user, author or other such
category? In this sense, like some of the other texts gathered here,
this chapter develops a line of enquiry also present in a previous
book of mine which shares this one's subtitle, Behind the Blip:
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Essays on the Culture of Software, with which there is a strong sense
not only of continuity of topic, but also of the widely expanding
nature of the grounds of enquiry.
Shared also with that book is a set of attempts to address the
aesthetic dimension of contemporary software cultures. Aesthetics is
meant in the broad sense here, of addressing the means by which
sensation and perception are involved, at deep levels, with the
technical. As a field, software studies draws heavily from art,
including the early software art movement, for some of its sensibility.
Both are heavily involved in working through the different scales and
modes of circulation of software as sites saturated in machinings of
various kinds: interpretation which conjoins knowing and
transforming, perceiving and doing; interaction with its fusing of
experience and technique; hacking with its bringing together of
cultural invention and mischief as a mode of subjectivation. Here, art
is founded on the capacity of invention that relies on multiplicities of
meaning and the absence of any final vindicating authority as the
grounds for creation. Reflection on technological experience via
technological means as they weave into and interfere with those of
other scales is a means of taking them beyond the question of their
intents or their purposes, to explore them as conditions of
possibility.
The Aesthetics section therefore develops accounts of computational
aesthetics, understood in the broad sense of involving both
perception and composition. It proposes software aesthetics as
something with specific idiomatic qualities and as something that
mixes with and recomposes other cultural forms, and that in turn
may condense through the powers of art at a scale that disrupts other
forces of aggregation and conformity. But this is a difficult question,
one that has to be taken as it comes; and with a dose of precision,
whilst understanding that the modality of that precision itself
interacts with what it works in the midst of.
The first chapter in this section, ‘Always One Bit More’, is a reading
of theories of the experience of mathematical calculation,
particularly found in the Intuitionist movement, an influence on the
work of Alan Turing, as a means of reading computational artefacts
and games such as Minecraft. Brouwer, a key theorist of
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Intuitionism, and, in certain texts, an advocate of mathematics as a
mode of cosmic understanding more broadly, argues for calculation
as an experiential form of life. This chapter argues that some of the
ways in which computer games have been taken up and reworked by
players echoes this thick involvement in numerical transitions. Like
other texts in this book, one of the underlying arguments is that
technical, and mathematical, documents, ideas and movements have
notions of culture baked into them. Part of the work of culture is to
draw these out and to see how they exceed themselves.
Building on such work, the chapter entitled ‘Computational
Aesthetics’ is a somewhat programmatic statement of the impact and
significance of the qualities of computation as a set of aesthetic
principles. Whilst ineluctably unfinished as a statement of such a
vast set of things, the mode of analysis offered in this chapter
proposes grounds for critical work with computing in a way that may
encourage taking its specificity into consideration. The chapter
proposes a subset of characteristic attributes of computing that have
particular significance in establishing its aesthetic valences. Setting
out the propositions for such a set of traits implies neither the redescription of the contents page of a basic manual of computer
science in more lofty terms, nor simply the correlating of existing
and established entities in aesthetic theory with those that establish
the circuits of computing, but instead seeing what might pass
through and change such a set of terms from both computing and
aesthetics and in doing so establish their translation and
reconstitution.
This specificity also of course involves complications of scales of
experience and analysis, and their conjunction with a massive array
of movements and dynamics moving across and as them. The
following chapter, ‘Phrase’, develops such concerns in relation to the
way in which computational forms interweave with other aspects of
material life, ranging from dance to voting systems. How, in turn,
might we think through these conjunctions as temporary or enduring
aggregates that form themselves as, in a term taken from dance,
phrases of movement that cross between things as movements of
movement? Such transitions that aggregate then dissipate as a
phrasal entity are particularly articulated in technological forms that
thrive on conjunction.
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Following such an approach, ‘Feral Computing’ elaborates an
argument drawing on the question of ubiquitous and distributed
computing in relation to the implications of recent developments in
cognitive science, specifically those of the enactive, embodied,
ecological and extended mind. Aesthetics is founded exactly where
one is at this moment, but it also starts in the transitions across the
gap between such a position and the movements and reflections that
it takes to realize this state as a condition, and that therefore
ungrounds itself. As computing moves into distributed forms that
draw in spatial characteristics and conditions, and also starts to
integrate with things that are more characteristically described in
relation to thinking processes, it becomes wilder, begins to leak out
of its boxes in ways that are similarly ungrounded. But calculation,
experience and thought begin to have spatial characteristics. It is
their particular texture as such that they gain the capacity to move
from a model of computing as merely a closed mechanism of
calculation to one that grounds itself in interaction. It is interactivity
as an undergirding drive in the history of computing that, in this text,
provides the means for computing to go beyond itself and into a
further stage.
The condition of interaction has numerous modes. It also involves
some that are more lackadaisical, networks of dawdling, skiving,
goofing off, mass enactments of parodies of productivity staged via
purposefully pointless protocols. This condition is explored in ‘Just
Fun Enough To Go Completely Mad About’, which develops an
account of recent debates in software studies by a reflection of the
role of algorithms and processes in games. By contrast to the
common argument for theorization of games by militantly
enthusiastic gamers (whom I admire but can't keep up with), it
adopts a more spaced-out, daydreamy approach, one that takes
pleasure in phenomena where logic, procedure and paradox are
enacted by myriads of users. The two games discussed in this chapter
are Agar.io and Twitch Plays Pokemon. Both embody, in different
ways, an approach to the intercalation of rules, spaces, movement
and interaction, amongst other things, that take them at a tangent.
The latter game, or more properly, an event within the conjunction of
two gaming systems, was remarkable in playing out some of the
more recondite pleasures of play. The embrace of the ludicrous,
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indeed a founding of logical relations under the fullness of its moon,
are what define and drive such games.
The pair of texts under the title Powers addresses the way in which
computational forms establish new grammars and forces of power,
but also work to revise and reconstitute prior imaginaries of virtue.
Such virtues may be found in conditions not only of communication,
of direct manipulation of and access to data, of clarity of design and
structure, but also of the reinvention of a broader sense of relation
between the ideal user, or subject, and the world at large.
‘Black Sites and Transparency Layers’ analyses the formations of
transparency, openness and their manifestation in recent ‘flat design’
interfaces and the changed human–computer interaction (HCI) of
the smartphone and tablet, the new architecture of Silicon Valley
company HQs, and the relation of these forms to the black sites of
surveillance centres, server farms and related places. The chapter
proposes that each grammar of transparency set in place by such
systems and imaginaries also installs certain conditions of opacity
that, whilst not inevitable, are unreflected upon or disavowed. No
system of transparency-formation is identical to any other, each
bringing its own intentional and incidental plays of shadow and light
that are also not immediately parseable into a calculus of black and
white. The essay proposes some diagnostic means to find the ways in
which contemporary design, at the level of interface, architecture and
process, articulates what becomes transparent, to what or to whom
and how, and in what ways the pleasures and reasons of
transparency are enforced or avowed. At present, Silicon Valley is in
a moment of its pomp. The ways, after the revelations of Edward
Snowden (that follow on those of the preceding years of the Five Eyes
and Echelon systems), in which it inscribes transparency as an
official good, in devices ranging from its operating systems to its
palaces, are therefore instructive.
Following this, ‘Algorithmic Tumult and the Brilliance of Chelsea
Manning’ attempts to map the political-computational condition of
the present in relation to the themes of posthumanism, related to the
feminist work of Rosi Braidotti, and in particular to the kinds of
agency, understanding and skill deployed and embodied by Chelsea
Manning. The article proposes that there is a particular conjuncture
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between two universal systems of equivalence: the Turing Machine –
which integrates all symbol-based processes and media, whilst recomposing them in ways that are peculiar to networked and
computational digital media – and capital, which providentially
allows for the imaginary transduction of all entities, states and
processes into numerical and tradeable equivalents. The particular
conditions of this conjuncture are primary drivers of contemporary
life in which new means of action and subjectivation are both
possible and urgently needed.
Part of the aim of this book then is to show that if computing is going
to saturate everything, which seems tendentially, if by no means
absolutely, to be one traceable trajectory for its unfolding, then as a
field, as a science and as a manifold set of practices of numerous
kinds, it can either be thought to reduce everything to its own terms
and conditions, or generate a sufficiently complex relation to what it
meshes with to recognize that it is, in turn, going to be mutated. One
of the fields of such mutations is culture, something not reducible to
the mere rubric of ‘digitization’. As a young science with, so far, only
a few basic tenets, but with an enormous complexity of things arising
from them, computing has much more to go through. This book
attempts to map some of the ways this conjugation of culture and
computing is underway.
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1
The Obscure Objects of Object
Orientation
Matthew Fuller and Andrew Goffey
Object orientation names an approach to computing that views
programs in terms of the interactions between programmatically
defined objects – computational objects – rather than as an
organized sequence of tasks embodied in a strictly defined ordering
of routines and sub-routines. Objects, in object orientation, are
groupings of data and the methods that can be executed on that data,
or stateful abstractions. In the calculus of object-oriented
programming, anything can be a computational object, and anything
to be computed must so be, or must be a property of such. Objectoriented programming is typically distinguished from earlier
procedural and functional programming (embodied in languages
such as C and Lisp respectively), declarative programming (Prolog)
and more recently component-based programming. Some of today's
most widely used programming languages – Java, Ruby, C# – have a
decidedly object-oriented flavour or are explicitly designed as such,
and whilst as a practice of programming it has some detractors it is
deeply sedimented in both the thinking of many computer scientists
and software engineers and in the multiple, digital-material strata of
contemporary social relations.
This essay explores some aspects of the turn towards objects in the
world of computer programming (a generic term that incorporates
elements of both computer science and software engineering). It asks
what powers computational objects have, what effects they produce
and, more importantly perhaps, how they produce them. Seeking to
situate the technical world of computer programming in the broader
context of the changing composition of power within contemporary
societies, it suggests a view of programming as a recursive figuring
out of and with digital materials, compressing and abstracting
relations operative at different scales of reality, composing new
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forms of agency and the scales on which they operate and create
through the formalism of algorithmic operations. This essay thus
seeks to make perceptible what might be called the territorializing
powers of computational objects, a set of powers that work to model
and re-model relations, processes and practices in a paradoxically
abstract material space.1
Computation has seen broad and varied service as a metaphor for
cognitive processes (witness the ongoing search for artificial
intelligence), on the one hand, and as a synecdoche of a mechanized,
dehumanized and alienated industrial society on the other – flip
sides of the same epistemic coin. As such it might appear somewhat
divorced from the rich material textures of culture and a concern
with the ontological dimension of ‘things’. Indeed, with its
conceptual background in the formalist revolution in mathematics
initiated by David Hilbert, computing may not seem destined to tell
us a great deal about the nature of things or objects at all. In the
precise manner of its general pretension (insofar as one can talk
about formalism ‘in general’) to universality, to be valid for all
objects (for any entity whatever, in actual fact), formalism is by
definition without any real object, offering instead a symbolic
anticipation of that which, in order to be, must be of the order of a
variable. Objects and things, the variety of their material textures,
their facticity, tend to transmogrify here into the formal calculus of
signs.
Little consideration has been given to the details of the
transformative operations that computer programming – always
something a bit more sophisticated than simple ‘symbol
manipulation’ – is supposed to accomplish, or to the agency of
computational objects themselves in these transformations. In this
article, we take up this question through a brief consideration of
object-oriented programming and its transformative effects. We read
computational formalism through the techniques and technologies of
computing science and software engineering, to address object
orientation as a sociotechnical practice. As such a practice, one that
bears a more than passing resemblance to the kinds of means of
disciplining experimental objects and processes that are described by
Andrew Pickering, the effective resolution of a problem of
computation is a matter of the successful creation, through
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programming, of a more or less stable set of material processes –
within, but also without, the skin of the machine.2
Languages of Objects and Events
To understand the transformative capacities of computational
objects entails, in the first instance, a consideration of the
development of programming languages, for it is with the invention
of programming languages that the broad parameters of how a
machine can talk to the outside world – to itself, to other machines,
to humans, to the environment and so on – are initially established.
Languages for programming computers, intermediating grammars
for writing sets of statements (the algorithms and data structures)
that get translated or compiled into machine-coded instructions that
can then be executed on a computer, are unlike what are by contrast
designated as natural languages. They are different not only in the
sense that they have different grammars, but also in being designed,
in a specific context, as a focused part of a particular set of
sociotechnical arrangements, a constellation of forces – machines,
techniques, institutional and economic arrangements and so on. A
programming language is a carefully and precisely constructed set of
protocols established in view of historically, technically,
organizationally etc. specific problems. Usually designed with a
variety of explicit considerations – mostly technical but sometimes
aesthetic – in mind, programming languages themselves
nevertheless register the specific configuration of assemblages out of
which they emerge and the claims and pressures that these generate,
even as they make possible the creation of new assemblages
themselves. The computer scientist, it might be said, ‘invents
assemblages starting from assemblages which have invented him
[sic] in turn’.3
The project of object orientation in programming first arises with the
development of the SIMULA language. SIMULA was developed by
Kristen Nygaard and Ole-Johan Dahl at the Norwegian Computing
Centre in the early 1960s.4 As its name suggests, it aimed at
providing a means both to describe – that is, program – a flow of
work, and to simulate it. The aim of such simulation was to bring the
capacity to design work systems – despite their relative technical
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complexity – into the purview of those who made up a workplace. As
such, the project had much in common with other contemporaneous
developments in higher-level computing languages and database
management systems, which aimed to bring technical processes
closer to non-specialist understanding.5 Equally, they were a way of
bringing formal description of the world out from under the skin of
the computer. SIMULA aimed to bring the expert knowledge of the
programmer into alliance with the decision-making systems of the
workplace in which a social democratic version of workers' councils6
guided the construction of the staging of work. This tendency arose
from what would later become known as participatory design, but it
also had its roots in a version of operational research,7 in which the
analysis of work was carried out in order to reduce stressful labour.8
The first version of SIMULA, SIMULA 1, was developed not with a
view to establishing object orientation as a new format for
programming languages per se but rather as an efficacious way of
modelling the operation of complex systems. Simulation of work
processes becomes desirable as systems develop to a level of
complexity that makes understanding them a non-trivial task, and in
SIMULA, it was a task that was initially understood as a series of
‘discrete event networks’9 in which inventory, queuing, work and
materials processes could be modelled, and in which there would be
a clear correlation between the features of the work process and the
way in which it was modelled as an ensemble of computational
objects. To produce such epistemically adequate models of complex
processes, the tacit ontology of discrete event networks utilized by
SIMULA (the ‘network’ was eventually dropped) was one in which
real-world processes were understood in terms of events – or actions
– taking place between entities, rather than as permanent sets of
relationships between them. The language was supposed itself to
force the researcher using it to pay attention to all aspects of the
processes being considered, directing such attention in appropriate
ways.
Initially the language had little impact for general programming;
indeed, it wasn't until SIMULA67 was developed that the technical
feature that has since been so important to object-oriented
programming – the capacity to write programs in which entities
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combine data and procedures and retain ‘state’10 – was first sketched
out, in terms of the possibility of specifying ‘classes’ and ‘subclasses’,
each of which would be able to initiate or carry out particular kinds
of actions. SIMULA itself did not really see full service as a
programming language, because the computing resources required
to enable it to do the work required of it meant that it was not
especially effective. At such an early stage in the history of
programming and programming languages, the possibility of having
a language that would be materially adapted to describing real-world
processes inevitably rubbed up against the practical obstacle of
writing efficient programs.
However, the innovations of SIMULA in the matter of providing for
structured blocks of code – called classes – that would eventually be
instantiated as objects – were taken up a decade and a half later in
the development of C++, a language developed in part to deal with
running UNIX-based computational processes across networks,11
something which later also became a driver in the development of a
further object-oriented programming language, Java. Its tacit
ontology of the world as sequences of events (or actions), the design
principles built into it, its links with a different imaginary and
enaction of the organization of labour, are indicative of a possibility
of a programming that is yet to come.
A variant history of object orientation can be told through the
development of the Smalltalk language at Xerox PARC, Palo Alto, in
the 1970s and 1980s, under the leadership of Alan Kay.12 Smalltalk
frames the nature of objects through the primary question of
messaging between the entities or objects in a system. In fact, it is
the relations between things that Kay ultimately sees as being
fundamental to the ontology of Smalltalk.13 Objects are generated as
instances of ideal types or classes, but their actual behaviour is
something that arises from the messages passed from other objects,
and it is the messages (or events; the distinction is relatively
unimportant from the computational point of view) that are actually
of most importance. Here, although the effective ordering in which
computational events are executed is essentially linear, such an
ordering is not rigidly prescribed and there is an overall sense of a
polyphony of events and entities in dynamic relation. Kay adduces a
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rationale for the dynamic relations that Smalltalk sought to construct
between computational objects by referring to the extreme rigidity
and inflexibility of the user interfaces that were available on the
mainframe computers of the time: an approach organized around
computational objects allows for a more flexible relationship
between the user and the machine, a relationship that would later be
glossed by one of Kay's colleagues as allowing for the creative spirit
of the individual to be tapped into.14 This flexible relationship to
dynamically connecting objects is part and parcel of a utopian vision
of computing – eventually materializing in the PC – in which control
is portrayed as being wrested from the institutions in which
computers (typically mainframe machines) exist in favour of a new
form of ‘personal mastery’.
Critically, for Smalltalk, it is the interactive quality of computation
that comes to the fore; a major advance on the rigidly prescriptive
order of task execution in extant languages. More specifically, the
computational object in Smalltalk is viewed in terms of its capacity to
be integrated into a system of learning – one that, following Piaget,
Vygotsky and others, is essentially constructivist.15 As such, the
operational brief of the object is not just to function well within the
domain of the program, but also to interface with, prompt and
sustain – but not, perhaps, to shape (at least, not knowingly) – the
learning processes of the user. As with the emphasis on messaging
between many lightly but precisely defined objects as the basic
structure of the program, Smalltalk emphasizes such interaction, the
relations between objects, and between objects' messages and users.
The historical point to be made here is that the link between
Smalltalk and interaction-based learning marks something of a shift
from the attempts at simulating workplace knowledge evident in the
early version of SIMULA, but it is a shift in which there are
continuities and discontinuities. Whilst the purposes to which
programming is directed are different, the ambivalence that SIMULA
hinted at – a program as an epistemically adequate model of some
process or set of processes, and a program as a materially effective
set of processes in its own right, which might be glossed as the
analytic and synthetic functions of computation – remained in place
with Smalltalk. A brief explanation is thus in order.
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Discussing the development of Smalltalk, Kay says: ‘object-oriented
design is a successful attempt to qualitatively improve the efficiency
of modelling the ever more complex dynamic systems and user
relationships made possible by the silicon explosion’.16 Modelling
here cannot really be understood as a simple representation, because
when the complex dynamic systems and user relationships that
object-oriented design models are those that are made possible by
the silicon explosion, we are moving into a zone of ontological
artifice: not simply the acquisition of a knowledge of the world
through artefacts (as in economist and artificial intelligence theorist
Herbert Simon's conception of the sciences of the artificial and as
exemplified in the initial project of SIMULA), but rather a matter of
creating models of things that don't otherwise exist. The distinction
is important although often ignored, because it points towards the
limitations of exploring computational objects in the epistemological
terms of representation. Understanding computation from the latter
point of view is rather widespread; indeed, Kay himself suggests:
‘everything we can describe can be represented by the recursive
composition of a single kind of behavioural building block that hides
its combination of state and process inside itself and can be dealt
with only through the exchange of messages’.17 On this count, a
computer program written in an object-oriented programming
language develops a kind of intensional logic, in the sense that each
of the objects that the program comprises has an internal conceptual
structure that determines its relationship to what it ‘refers’ to,
suggesting that objects are, in fact concepts, concepts that represent
objects in a machinic materialization of a logical calculus.18 As
concepts materialized in the physical space/time of effective
computational processes, but referring to objects outside machine
space, Smalltalk objects clearly indicate the ‘analytic’ function of
computation, but insofar as the Smalltalk software is designed as
something to be interacted with in its own right, its ‘synthetic’
function is equally evident.
So, on the one hand, we have the manner in which object-oriented
programming purports to enable the decomposition of the processes
that it seeks to model into computationally adequate
‘representations’ of entities (=objects). On the other, the simple fact
that a computational object is an entity in its own right; an entity
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with a specific, material form, which comes into composition with
other entities – whether computational or not – that may or may not
find some ‘representation’ materially in that software. It is, we would
suggest, this second aspect of computational objects – modelling
behaviour with objects, as opposed to modelling behaviour of objects
– that needs to be understood more precisely.19
Abstraction, Errors and the Capture of Agency
It is often argued that with the development of object-oriented
programming, a new era of interaction between humans and
machines was made possible. There is some truth in this, not least
because of the way that the architecture of relations between objects
obviates the need to have a program structure in which the order of
actions is rigidly prescribed. However, the notion of interaction, as
descriptive of a reciprocal relation between two independent
entities, is sometimes insufficient when trying to understand the
historical genesis and the peculiar entanglement of relations between
computers and humans. It would be more appropriate to consider
these relations in terms of a series of forms of the abstractive
creation and capture and codification of agency: a click of the mouse,
a tap of the key, data input, affective investments etc. By referring to
the creation and capture of agency we seek to underline two things:
firstly, that computational objects do not simply or straightforwardly
tap into pre-formed capacities or abilities, but instead generate new
kinds of agency, kinds of agency which may be similar to what went
before but which are nevertheless different (a typewriter, a keyboard
and a keypad, for example, capture the agency of fingers in subtly
different ways); secondly, that the agency that is created is so as part
of an asymmetric relation between human and computer, a kind of
cultivation or inculcation of a machinic habitus, a set of dispositions
that is inseparable from the technologies that codify it and give it
expression. It would take too long a diversion to examine in detail
how and why this asymmetry exists, but it is crucial to developing an
appropriately concrete understanding of the sociotechnical quality of
contemporary relations of power.
Part of the rhetoric of interactive computing insists on the
‘intelligent’, ‘responsive’ nature of computational devices, but this
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obscures the dynamics of software development and the partial,
additive quality of the development of interactive possibilities.
Computers too, are not very good at repairing interactions. They
tend, in use, to be considerably more intransigent than their users,
bluntly refusing to save a file or open a webpage, or even closing
down altogether. Whilst system crashes may not be as common now
as they once were, the everyday experience of the development of
human–computer interactions has been one in which humans have
been obliged to spend considerable amounts of time learning to
think more like computers, developing workarounds, negotiating
with and adapting to computational prescription. ‘Bugs’ have, in this
sense, played an important role in setting up the asymmetric
relations between humans and machines. Relatively speaking,
humans will adapt to – or at least learn not to notice – the stupidities
of the computer much more quickly than the computer will to
humans, in part simply because the time between software releases
(with bug fixes) is much greater than that between individual
interactions with an application. This asymmetry suggests that there
is something of a strategic value to the stupidity of machines, a
stupidity that gives machines a crucial role in modelling the user
with which they interact.20
In any case, and pace Kay, a computational object is a partial object:
the properties and methods that define it are a necessarily selective
and creative abstraction of particular capacities from the thing it
models, and which specify the ways that it can be interacted with.
The objects – text boxes, lists, hyperlinks and so on – that populate a
webpage, for example, define more or less exactly what a user can do
with them. This is a function not just of how the site has been
designed and built but, more importantly, of a range of previously
defined sets of coded functionality. There is a history to each of these
objects and their development,21 which means that the parameters
for interaction are determined by a series of more or less successful
abstractions of a peculiarly composite, multi-layered and stratified
kind.
It is important to note here, though, that abstraction is a contingent,
real process. The taken-for-granted ways in which humans now
interact with machines is the product of material arrangements that
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do not always obtain.22 More pointedly, these real abstractions are
concretely and endlessly re-actualized by the interactions between
and with the computational. Such processes of abstraction might be
better understood as forms of deterritorialization – in Deleuze and
Guattari's sense – a process which always involves ‘at least two
terms’ in which ‘each of the two terms reterritorializes on the other.
Reterritorialization must not be confused with a return to a primitive
or older territoriality: it necessarily implies a set of artifices by which
one element, itself deterritorialized, serves as a new territoriality for
another.’23
Considered in these terms, the capture of agency links the formal
structuring of computational objects to the broader processes of
which they are a part, allowing us in turn (1) to specify more
precisely that the formal structuring and composition of objects has a
vector-like quality; and (2) to attend more directly to the correlative
feature of reterritorialization. Abstracting from, in this sense of a real
process, is equally an abstracting to: an abstraction is only effective
on condition that it forms part of another, broader set of relations, in
which and by which it can be stabilized and fortified.
We now turn to a more direct consideration of these issues.
Stabilizing the Environment
In theory, anything that can be computed in one programming
language can also be computed in another: this is one of the lessons
of Turing's conception of the universal machine. What that means
more prosaically for the case in hand is that an object-oriented
programming language provides a set of design constraints on the
engineers working with it, favouring specific kinds of programmatic
constructs, particular ways of addressing technical problems, over
others. The existence of such design constraints is particularly
important when trying to consider the dynamics governing the
material texture of software culture. The question then becomes this:
given the way in which the asymmetries in human–machine
relations enable the capture of agency, is there a way in which the
propagation and extension of those relations can be accounted for?
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Can something in the practices of working with computational
objects be uncovered that might help understand this dynamic?
One feature that is associated in particular with object-oriented
programming is the way that it is argued to facilitate the re-use of
code. Rather than writing the same or similar sets of code over and
over again for different programs, it saves time and effort to be able
to write the code once and re-use it in different programs. Reusability is not unique to object-oriented programming: it is implied
in the features of any kind of programming language, in the
mundane sense, for example, that whenever one initializes a variable
of a given sort within a routine (say a floating point number), the
compiling of the code will allocate a value to an address in memory.
That is not something the programmer has to do himself or herself;
the routinization and automation of computational tasks imply it as a
basic feature of operation. But object-oriented programming favours
the re-usability of code for computationally abstract kinds of entity
and operation – in other words, for entities and operations that are
more directly referent to the interfacing of the computer with the
world outside. Class libraries are typical of this. Although not unique
to object-oriented programming languages, they provide sets of
objects, with predefined sets of methods, properties and so on, that
find broad use in programming situations: in the Java programming
language, for example, the Java.io library contains a ‘File’ object,
which a programmer would utilize when a program needs to carry
out standard operations on a file external to the program (reading
data from it, writing to it and so on). Code re-use in general suggests
that the contexts in which it is situated, the purposes to which it is
put, the interactions to which it gives rise and the behaviours it calls
forth are relatively regularized and stable. In other words, it suggests
that typical forms of software have found and taken part in the
making of their ecological niches.
The possibility of re-usability here must thus be understood from
two angles simultaneously: (1) as something given specific
affordance within the structure of an object-oriented language; and
(2) as something that finds in its context the opportunity to take
root, to gain stability, to acquire a territory. It was suggested in the
previous section that the simple dynamics of adaptation or
habituation might account for the latter. The former can be located
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P. 36
in the technical features of object-oriented programming languages.
We will address this issue first before moving on to a broader
consideration of stabilizing practices.
One of the main features of object-oriented programming,
distinguishing it from others, is the use of inheritance. A
computational object in the object-oriented sense is an instantiation
of a class, a programmatically defined construct endowed with
specific properties and methods enabling it to accomplish specific
tasks. These properties and methods are creative abstractions.
Inheritance is a feature that is often – albeit erroneously –
characterized semantically as an ‘is a’ relationship: a Persian or a
Siamese is a cat, a savings account is an account etc. The relation of
inheritance defines a hierarchy of objects, often referred to in terms
of classes and subclasses. How that hierarchy should be understood
is itself a complex question (despite attempts to formalize the
relation of inheritance by computer scientists). Critically, though, the
relation of inheritance allows programmers to build on existing
computational objects with relatively well-known behaviour by
extending that behaviour with the addition of new methods and
properties.
The relation of inheritance implies a situation in which objects
extend and expand their purview, their territory, through small
variations, incremental additions, that confirm rather than disrupt
expectations about how objects should behave. To put it crudely, it is
easier to inherit and extend, to assume that small differences are
deviations from a norm, than it is to consider that such variations
might be indices of a different situation, a different world. Modelling
behaviour through the technical constraint of inheritance stabilizes
the relations and practices captured in software.
Design patterns extend this logic of code re-usability to the situation
of a more complex set of algorithms designed to address a broader
problem. The notion of the design pattern is borrowed from architect
Christopher Alexander, for whom such patterns are the description
of problems that ‘occur over and over again in our environment’.24 A
design pattern in software provides a reusable solution to the
problem posed by a computational context (we will give an example
of this shortly), and whilst such a pattern is obviously a technical
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 37
entity, it is also a partial translation of a problem that will not
originally be computational in nature. This is what makes it
interesting, because its very existence is evidence of the increasing
complexity that computational abstractions are required to address.
A business information system that is designed to keep track of
stock, for example, based on a ‘just-in-time’ model of stock control
will create design problems entailing a set of relations among
computational objects that are rather different to a system based on
more traditional models of stock control (such as amassing large
amounts of uniform items at lower unit cost), because the system
needs to do rather different things. It implies a variant set of
relations between software and users, perhaps entailing an
automated set of links between one company and companies further
up the supply chain.
In one respect, design patterns respond to the core difficulty of
object-oriented software development: the analysis, decomposition
and modelling of what a program has to do into a set of objects with
well-defined properties. Indeed, that is traditionally how design
patterns are understood by software engineers. But their very
existence itself is interesting because they provide evidence not just
of the growing complexity of the computational environment, but
also of its stability and regularity – qualities that such patterns in
turn produce. Such material presuppositions are not normally
considered in discussions of object-oriented programming (or indeed
any programming at all), where the self-evident value and commonsense obviousness of thinking in object-oriented terms are generally
shored up in textbooks by analogy to the obviousness of objects
themselves; for instance, listing all the rather stable objects – tables,
chairs, papers, books and the shelves they sit on – in the author's
office.25 And yet the stability of an environment is absolutely critical
to enabling computational objects to exert their powers effectively.26
However, the pedagogical emphasis on the relatively simple – and
the consequent attention accorded to the primacy of the
epistemological dimensions of computational objects – does not, as
we have argued, really do justice to the processes at work in the
historical development of software culture. In particular, it does little
to help us understand the ways in which agency is not only captured
but also configured and stabilized in predictable, routine patterns. It
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P. 38
would be more appropriate, perhaps, to view the stable, simple and
self-evidently given quality of computational objects as the outcome
of a complex sociotechnical genesis.
Encapsulation, Exceptions and Unknowability
Thus far we have sought to address material aspects of the complex
processes of abstraction that are at work in object-oriented
programming. We need nevertheless to insist that computational
objects do have a cognitive role. However, this is a role that is
fulfilled primarily through the – often blind and groping – ways in
which they give shape to non-computational processes.
The world in which computational objects operate is one to which
they relate through precisely defined contractual interfaces that
specify the interplay between their private inner workings and their
public façades. One doesn't interact with a machine any old how but
with a latitude for freedom, a room for manoeuvre, that is very
precisely, programmatically, specified. Encapsulation, often held to
be one of the primary features of object-oriented programming,
enforces – along with the exception construct – a strict demarcation
of inside and outside that is only bridged through the careful design
of interfaces, making ‘not-knowing’ into a key design principle. The
term ‘encapsulation’ refers to the way in which object-oriented
programming languages facilitate the hiding of both the data that
describes the state of the objects that make up a program, and the
details of the operations that the object performs.27 In order to
access or modify the data descriptive of the state of an object one
typically uses a ‘get’ or a ‘set’ ‘method’, rendering the nature of the
interaction being accomplished explicitly visible. Encapsulation
offers a variant, – at the level of the formal constructs of a
programming language, – of a more general principle observed by
programmers, which is that when writing an interface to some
element of a program, one should always hide the ‘implementation
details’, so that users do not know about and are not tempted to
manipulate data critical to its functioning. ‘User’ here is a term
relative to the objects under consideration: programmers don't allow
users of websites to play around with the code that sets the terms on
which a web browser operates, and one group of programmers may
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P. 39
hide the implementation details of a set of computational objects
from any other programmers who may want to use it, and so on.
In addition to promoting code re-use, it is said, encapsulation
minimizes the risk of errors that might be created by incompetent
programmers getting access to and manipulating data that might
lead the object to behave in unexpected ways. A key maxim for
programmers is that one should always code ‘defensively’, always
write ‘secure’ code, and even accept that input – at whatever scale
one wishes to define this – is always ‘evil’.28 A highly regulated
interplay between the inner workings and the outer functioning of
objects makes it possible to ensure the stable operations of software.
Arguably this is part of an historical tendency and proprietary trend
to distance users from the inner workings of machines, effecting a
complex sociotechnical knot of intellectual property, risk
management and the division of labour,29 the outcome of which is to
restrict the programmer's ability to gain access to lower levels of
operation (whilst theoretically making it easier to write code).
As a principle and as a technical constraint, encapsulation and the
hiding of data at the very least gives shape to a technico-economic
hierarchy in which the producers of programming languages can
control the direction of innovation and change, by promoting ‘lockin’ and structuring a division of work that encourages programmers
to use proprietary class libraries rather than take the time to develop
their own. By facilitating a particular – and now global – division of
labour, the development of new forms of knowing through machines
is in turn inhibited through the promotion of technically constrained,
normative assumptions about what programming should be.
Whilst there are obviously many other factors that intervene to shape
the way in which programming practices operate, the deeply
sedimented habit of using class libraries is clearly something that has
resulted from the technical affordances of encapsulation. A far more
finely grained division of the work of software development is made
possible when the system or application to be built can be divided
into discrete ‘chunks’. Each class or class library (from which objects
are derived) may be produced by a different programmer or group of
programmers, with the details of the operations of the classes safely
ignored by other teams working on the project. The contemporary
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trend towards the globalization of software development, with its
delocalizing metrics for productivity, would not have acquired its
present levels of intensity without the chunking of work that
encapsulation facilitates.30
Finally, let us look briefly at exception handling. Where
encapsulation works to create stabilized abstractions by closely
regulating the interplay between the inside and the outside of
computational objects, defining what objects can know of one
another, exception handling shapes the way in which computational
objects respond to anything that exceeds their expectations. A
program and the objects that make it up are only ever operative
within a specified set of parameters, defining the relations it can have
with its environment and embodying assumptions that are made
about what the program should expect to encounter within it. If
those assumptions are not met (your browser is missing a plug-in,
say, or you deleted a vital.dll file when removing an unwanted
application), the program will not operate as expected. Exception
handling provides a way to ensure that the flow of control through a
program can be maintained despite the failure to fulfil expectations,
ensuring that an application or system need not crash simply
because some unforeseen problem has occurred. And in objectoriented programming, an exception is an object like any other: one
can create subtypes of it, extend its functionality and so on.31
Technically, the rationale for exceptions is well understood and their
treatment as objects, with everything that entails, facilitates their
programmatic handling. What is less recognized, though, is the way
that practices of exception handling give material shape to the kinds
of relations computational objects have with the outside. From the
point of view of computational objects, the world in general is a vast
and largely unknown ensemble of events, to which such objects can
only have access under highly restricted conditions, but also in which
those objects only have a very limited range of interest – the role of
the programmer being to specify this range of pertinences as
precisely as possible. This is something that can be achieved in many
ways: the practice of ‘validating’ user input, for example (by checking
that the structure of that input conforms to some previously specified
‘regular expression’, say), ensures that the computational objects
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 41
that process that input do not encounter any surprises that they
won't understand (such as a date entered in the wrong format).
Because the use of exception handling in a program makes it possible
for computational objects to continue to go about their work without
there being too much disruption, and because their status as
computational objects in their own right allows them to be
programmatically worked with in the same way as other objects,32
the need to pay closer attention to what causes the problems giving
rise to the exceptions in the first place (systems analysis and design
decisions, the framing of the specification of the software and so on)
is minimized. The common practice of programmatically ‘writing’
information about the problems that give rise to exceptions to a log
file – because this enables software developers to identify difficulties
in program design, the routine causes of problems and so on –
mitigates this ignorance to a point. However, it must be understood
that the information thus derived presumes the terms in which the
software defined the problem in the first place. As a result, one can
only make conjectures about the underlying causes of that problem
(a log file on a web application that repeatedly logs information
indicating that a database server at another location is not
responding cannot tell us if the server has been switched off or
broken down, for example).
The point is that because exception handling facilitates the smooth
running of software, it helps to stabilize not only the software itself
but also the programming practices that gave rise to it. Exceptions
work to preserve the framing of technical problems as technical
problems, allowing errors to be defined, typically, as problems that
the user creates through not understanding the software (rather than
the other way round). In this way, exception handling obviates the
need to develop a closer consideration of the relationship between
computational objects and their environment. Whilst such
stabilization allows software to gain a certain unobtrusiveness, this
‘grey’ quality makes it difficult to get a better sense of the differences
that its abstract materiality produces.33
Conclusion: Ontological Modelling and the Matter
of the Unknown
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P. 42
In the course of this chapter we have endeavoured to sketch out
some of the reasons for developing an account of object-oriented
programming which considers computation not from an epistemic
but from an ontological point of view. It is true that there is an
historically well-sedimented association between computation and
discourses about knowledge, that computer programming seeks to
model reality, that there are links between programming languages
and formal logic, and so on. But this is not enough to make
understanding computer programming as a science, in the way that,
say, physics, chemistry or even the social sciences (sometimes) are
understood, a legitimate move. On the contrary, this chapter has
tried to suggest, through its examination of some of the features of
object-oriented programming, that the abstractive capture and
manipulation of agency through software in the calculus of
computational objects are better understood as an ensemble of
techniques engaged in a practice of ontological modelling. In other
words, computer programming involves a creative working with the
properties, capacities and tendencies offered to it by its environment
which is obscurely productive of new kinds of entities, about which it
may know very little. Such entities make up the fabric of what we
have called here ‘abstract materiality’, a term we have used to gesture
towards the consistency and autonomy of the zones or territories in
which computational objects interface with other kinds of entity.
Despite the common connection that is made between computers
and knowledge, a connection that is particularly evident in
discussions of object-oriented programming and the modelling it
accomplishes, a certain kind of unknowability is produced through
the technically facilitated processes of abstraction that object
orientation yields. This is not simply because encapsulation yields
black boxes that parcel out and separate off knowledge or capacities
for action – even amongst those that might be technically capable of
knowing and working with the innards of such objects – but also
because the epistemic valences of object orientation tend to obscure
an aspect of computing most often associated with the circulation
and refinement of meaning: that of the manipulation and evaluation
of symbols. Object orientation draws from interpretation, via
abstraction, in order to make things in the world. In this we can
remember its genesis in two forms of constructivism: the
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P. 43
psychologically derived approach of Kay and others at the Palo Alto
Research Center; and that of the technosocial assembled in
Scandinavia. That the capacity of objects finds itself in other kinds of
alliance at other points, drawing out its acquired ability to hide,
rather than to reveal relations, shows its exemplarily paradoxical
double agency. Object orientation might be approached from many
points of view: the angle taken here is one which insists, in a manner
analogous to that of Michel Foucault discussing power, that the
problem is not that the sociotechnical practice of programming
doesn't know what it is doing. Rather, the techniques and
technologies of object orientation produce a situation in which one
doesn't know what one does.
References
Keld Bødker, Finn Kensing and Jesper Simonsen, Participatory IT
Design: Designing for Business and Workplace Realities, MIT Press,
Cambridge, MA, 2004.
Jacques Camatte, LIP and the Self-Managed Counter-Revolution,
trans. Peter Rachleff and Alan Wallach, Black & Red, Detroit, 1975.
Edgar F. Codd, The Relational Model for Database Management,
2nd edn, Addison-Wesley, Reading, 1990.
Gilles Deleuze and Félix Guattari, A Thousand Plateaus, trans. Brian
Massumi, University of Minnesota Press, Minneapolis, 1987.
Gilles Deleuze and Claire Parnet, Dialogues, Athlone, London, 1987.
Matthew Fuller and Andrew Goffey, Evil Media, MIT Press,
Cambridge, MA, 2012.
Erich Gamma, Richard Helm, Ralph Johnson and John Vlissides,
Design Patterns: Elements of Reusable Object-Oriented Software,
Addison-Wesley, Indianapolis, 1995.
Stephen J. Goldsack and Stuart J. H. Kent (eds.), Formal Methods
and Object Technology, FACIT Series, Springer, Vienna, 1996.
Jan Rune Holmvik, ‘Compiling SIMULA: A Historical Study of
Technological Genesis’, IEEE Annals of the History of Computing,
16:4 (1994), pp. 25–37.
Daniel Inglis, ‘Design Principles Behind Smalltalk’, BYTE, 6:8 (1981),
pp. 286–302.
Alan Kay, ‘The Early History of Smalltalk’,
http://gagne.homedns.org/%7etgagne/contrib/EarlyHistoryST.html
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 44
.
Alan Kay, ‘Prototypes Versus Classes’, Squeak Developers' Mailing
List, 10 October 1998,
http://lists.squeakfoundation.org/pipermail/squeak-dev/1998October/017019.html
Rob Kitchin and Martin Dodge, Code/Space. Software and
Everyday Life, MIT Press, Cambridge, MA, 2011.
Friedrich Kittler, ‘Protected Mode’, in Kittler, Literature, Media,
Information Systems, ed. and trans. John Johnston, G&B Arts,
Amsterdam, 1997.
Audris Mockus and David M. Weiss, ‘Globalization by Chunking: A
Quantitative Approach’, IEEE Software, 18:2 (2001), pp. 30–7.
Kristen Nygaard and Ole-Johan Dahl, ‘The Development of the
SIMULA Languages’, ACM SIGPLAN Notices, 13:8 (1978), pp. 245–
72.
Anton Pannekoek, Workers' Councils, J. A. Dawson, Melbourne,
1950, https://www.marxists.org/archive/pannekoe/1947/workerscouncils.htm
Andrew Pickering, The Mangle of Practice: Time, Agency and
Science, University of Chicago Press, Chicago, 1995.
Steven Shaviro, Without Criteria: Kant, Whitehead, Deleuze and
Aesthetics, MIT Press, Cambridge, MA, 2009.
Jaroslav Sklenar, ‘Introduction to OOP in SIMULA’, based on the 30
Years of Object Oriented Programming seminar, University of Malta,
1997, http://staff.um.edu.mt/jskl1/talk.html
Alfred Sohn-Rethel, Intellectual and Manual Labour: A Critique of
Epistemology, Humanities Press, Atlantic Highlands, 1977.
Isabelle Stengers, La vierge et le neutrino: les scientifiques dans la
tourmente, Empecheurs de Penser en Rond, Paris, 2006.
Isabelle Stengers, Thinking with Whitehead: A Free and Wild
Creation of Concepts, trans. Michael Chase, Harvard University
Press, Cambridge MA, 2011.
Bjarne Stroustrop, A History of C++: 1979–1991, AT&T Bell
Laboratories, Murray Hill, n.d.
Alfred Tarski, ‘Truth and Proof’, Scientific American, June (1969);
reprinted in R. I. G. Hughes (ed.), A Philosophical Companion to
First-Order Logic, Hackett, Cambridge, MA, 1993.
Alberto Toscano, ‘The Open Secret of Real Abstraction’, Rethinking
Marxism, 20:2 (2008), pp. 273–87.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 45
Alfred North Whitehead, Process and Reality, ed. David Ray Griffin
and Donald W. Sherburne, Macmillan, New York, 1979.
Notes
1 We borrow the notion of territorialization and its cognate terms
– de- and re-territorialization – from Gilles Deleuze and Félix
Guattari. They are discussed in further detail later.
2 Andrew Pickering, The Mangle of Practice: Time, Agency and
Science, University of Chicago Press, Chicago, 1995.
3 Gilles Deleuze and Claire Parnet, Dialogues, Athlone, London,
1987, p. 52. Translation slightly modified.
4 Kristen Nygaard and Ole-Johan Dahl, ‘The Development of the
SIMULA Languages’, ACM SIGPLAN Notices, 13:8 (1978), pp.
245–72; Jaroslav Sklenar, ‘Introduction to OOP in SIMULA’,
based on the 30 Years of Object Oriented Programming seminar,
University of Malta, 1997, http://staff.um.edu.mt/jskl1/talk.html;
Jan Rune Holmvik, ‘Compiling SIMULA: A Historical Study of
Technological Genesis’, IEEE Annals of the History of
Computing, 16:4 (1994), pp. 25–37.
5 As in the work of Edgar Codd, for example. Edgar F. Codd, The
Relational Model for Database Management, 2nd edn, AddisonWesley, Reading, 1990.
6 A full description of workers’ councils is not possible here. But
for a historically precedent and advanced strand of work see that
of Jacques Camatte and Anton Pannekoek. See Jacques Camatte,
LIP and the Self-Managed Counter-Revolution, trans. Peter
Rachleff and Alan Wallach, Black & Red, Detroit, 1975; Anton
Pannekoek, Workers’ Councils, J. A. Dawson, Melbourne, 1950,
https://www.marxists.org/archive/pannekoe/1947/workerscouncils.htm.
7 Operational research, or operations research in the USA, is a
field arising out of wartime logistics, in which, for instance, the
whole process of managing a supply or chain was thought of as
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 46
including all levels of production and use, aiming to integrate
them in ways that would maximize certain sorts of efficiency.
8 Participatory design itself is a changing domain, involving
numerous conflicting tendencies, becoming in some cases simply
one of a number of available techniques for effective knowledge
management and decision-making within a project and the
systematic garnering of relevant human factors without any
attempt to stage a critical analysis of work. At the same time, it
remains as a persistent demand and exemplar for reasoned
relations between the objects and processes of work and those
that work with them. See, for instance, Keld Bødker, Finn Kensing
and Jesper Simonsen, Participatory IT Design: Designing for
Business and Workplace Realities, MIT Press, Cambridge, MA,
2004.
9 See Nygaard and Dahl, ‘Development of the SIMULA
Languages’.
10 In other words, to have a memory of the settings of all their
variables. Imagine an object called ‘bank account’ which kept on
forgetting things like ‘bank balance’, ‘account holder’ etc.
11 See Bjarne Stroustrop, A History of C++: 1979–1991, AT&T Bell
Laboratories, Murray Hill, n.d.
12 Kay is a researcher with an intellectual trajectory stretching back
to Ivan Sutherland and the invention of Sketchpad, the first CAD
(computer-aided design) machine, a system that itself had an
understanding of a certain kind of digital object at its core. One
only has to survey contemporary computing culture to see the
extent of the influence, by more or less direct means of the work
groups of which he was part. See, for a contemporary overview of
Smalltalk the special issue of BYTE, 6:8 (1981).
13 Alan Kay, ‘Prototypes Versus Classes’, Squeak Developers'
Mailing List, 10 October 1998,
http://lists.squeakfoundation.org/pipermail/squeak-dev/1998October/017019.html.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 47
14 See Daniel Inglis, ‘Design Principles behind Smalltalk’, BYTE,
6:8 (1981), pp. 286–302.
15 An interesting comparison is to the work of Seymour Papert,
developer of the LOGO programming language designed
specifically for education, in that both languages were designed
with an explicit attention to their epistemic consequences. Both
languages, in various different incarnations, are maintained by
active user communities.
16 Alan Kay, ‘The Early History of Smalltalk’,
http://gagne.homedns.org/%7etgagne/contrib/EarlyHistoryST.ht
ml.
17 Kay ‘The Early History of Smalltalk’.
18 On this point, Kay invokes Carnap, whose 1947 essay Meaning
and Necessity offered a sophisticated development of the notions
of intension and extension in logic.
19 A philosophical reference might make this clearer. The notion of
synthesis we are pointing to should not be understood along the
lines of the syntheses outlined by Kant in his Critique of Pure
Reason, which still revolve around representation and place a
human subject at their centre. The relevant reference instead is
Whitehead, whose prehensions offer a principle of synthesis that
doesn't depend on representational presuppositions, and allow
subjects to ‘emerge’ as part of the ‘concrescent’ process of which
any prehension is a part. See the third part of Alfred North
Whitehead, Process and Reality, on the theory of prehensions.
Technically, the computational capture of agency involves both
prehension and ingression, in the sense that a computational
object gives a (coded) form of determinateness to whatever it
captures. Whiteheadian ingression is not unlike ‘recording’ in the
early work of Deleuze and Guattari. See Alfred North Whitehead,
Process and Reality, ed. David Ray Griffin and Donald W.
Sherburne, Macmillan, New York, 1979. See also Steven Shaviro,
Without Criteria: Kant, Whitehead, Deleuze and Aesthetics, MIT
Press, Cambridge, MA, 2009.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 48
20 Such modelling might be qualified as ontological here because
of the way that it works on the mode of existence of users, giving
shape to their habits, their expectations and anticipations. This is
something that is difficult to ‘see’ if thought in terms of an
epistemological problematic of representation. We return to this
question in the conclusion.
21 To borrow from biology, we might say that that history is both
onto- and phylo-genetic.
22 The notion of real abstraction is one associated with Marx and
Marxism. See in particular Alfred Sohn-Rethel's work on
intellectual and manual labour and the discussion of it by Alberto
Toscano. Alfred Sohn-Rethel, Intellectual and Manual Labour: A
Critique of Epistemology, Humanities Press, Atlantic Highlands,
1977; Alberto Toscano, ‘The Open Secret of Real Abstraction’,
Rethinking Marxism, 20:2 (2008), pp. 273–87. Whitehead and
Deleuze and Guattari enable us to develop a precise
understanding of this process.
23 Gilles Deleuze and Félix Guattari, A Thousand Plateaus, trans.
Brian Massumi, University of Minnesota Press, Minneapolis,
1987, p. 193.
24 Christopher Alexander, quoted in Erich Gamma, Richard Helm,
Ralph Johnson and John Vlissides, Design Patterns: Elements of
Reusable Object-Oriented Software, Addison-Wesley,
Indianapolis, 1995, p. 2.
25 Stephen J. Goldsack and Stuart J. H. Kent (eds.), Formal
Methods and Object Technology, FACIT Series, Springer, Vienna,
1996.
26 This is a theme explored in Isabelle Stengers, Thinking with
Whitehead: A Free and Wild Creation of Concepts, trans. Michael
Chase, Harvard University Press, Cambridge MA, 2011. The
‘patience’ of the environment is what allows the infectious
dynamics of power to operate effectively.
27 Not all computer scientists or software engineers agree that
encapsulation is the same thing as information or data hiding. The
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P. 49
details of the disagreement need not concern us here.
28 See Alfred Tarski, ‘Truth and Proof’, Scientific American, June
(1969); reprinted in R. I. G. Hughes (ed.), A Philosophical
Companion to First-Order Logic, Hackett, Cambridge, MA, 1993.
For further discussion see Matthew Fuller and Andrew Goffey,
Evil Media, MIT Press, Cambridge, MA, 2012.
29 This is one way in which to read the rather deterministic
argument proposed by Friedrich Kittler in his essay ‘Protected
Mode’, in Kittler, Literature, Media, Information Systems, ed.
and trans. John Johnston, G&B Arts, Amsterdam, 1997.
30 The global division of programming labour is discussed in
Audris Mockus and David M. Weiss, ‘Globalization by Chunking:
A Quantitative Approach’, IEEE Software, 18:2 (2001), pp. 30–7.
Notwithstanding the tensions implied by the technosocial genesis
of the object, in this present context, it is a subject worth a study
in its own right. It is particularly instructive in this regard to
compare the distribution and use of code modules for the
scripting language Perl with the proprietary class libraries
associated with a language like Microsoft's C#. It is also worth
noting that one of the criticisms made of object-oriented
programming is that it doesn't require any skill to program in, a
criticism that can clearly be read in the light of the trend pointed
towards here.
31 One might, for example, refer to Microsoft's documentation of
the System. Exception class for details of the complex structure of
inheritance relations, the properties and methods of exception
objects in the C# language, its subclasses and so on.
32 See our earlier comments on inheritance.
33 That techniques and technologies of software culture are bound
up in a logic of ‘the same’ which precludes a deeper understanding
of the transformations that they accomplish here finds some
elements of an explanation. On the logic of the same and
technology, see Isabelle Stengers, La vierge et le neutrino: les
scientifiques dans la tourmente, Empecheurs de Penser en Rond,
Paris, 2006. On the unobtrusiveness of software, see Rob Kitchin
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 50
and Martin Dodge, Code/Space. Software and Everyday Life,
MIT Press, Cambridge, MA, 2011.
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P. 51
2
Abstract Urbanism
Matthew Fuller and Graham Harwood
One of the first computational models of a city was set out in Thomas
Schelling's ‘Models of Segregation’.1 In this and related papers he
attempted to provide a logical model of the dynamics of racial
segregation in North American cities and laid the groundwork for
what later became agent-based modelling.2 Although ‘Models of
Segregation’ did not at first use a computer, it sets up some of the
basic characteristics and problems of the field. Such work is
expressed contemporarily, for instance, in the work of Joshua M.
Epstein and others in the area of computational social modelling.3
We use this work as a starting point to think about the relationship
between urban morphologies and the politics of models and – with
the increasing and multiform kinds of merger between
computational systems, models and city forms – what it means to
inhabit different scales of abstract structure. It is in this juncture that
abstract urbanism arises.
This chapter examines the ways logical forms are positioned in
relation to urban life as a means of discussing the relations between
the city and software, and will develop a discussion of such logics in
relation to questions of abstraction, reduction and empiricism. By
working with the materiality of computational systems, especially as
they unfold into the urban – and the urban in a full sense, as
something involving complex comings into being of desire,
imagination, technologies and forms of power – we can at the same
time recognize an art of working with the tendency to reductionism
through which modes of abstraction may operate and also work with
the highly and complexly empirical. As social simulations are
increasingly embedded in, or cleave close to, lived social forms, the
texture and reality-forming capacities of these logics and the
fantasies they inspire and live by need to be examined.
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Development of Simulation as a Scientific
Practice
One attractive aspect of modelling as a means of experimental
understanding is that it offers a science of behaviours rather than of
essences. It is peculiar, therefore, that one of the earliest examples of
social simulation derives from a highly essentialist ontology. Perhaps
this might be seen as an example of a new epistemic form emerging
out of a prior set of commitments that it has yet to break. ‘Models of
Segregation’ builds on the game theory established by Morgenstern
and von Neumann.4 Schelling's earlier game-theoretic book, The
Strategy of Conflict,5 can be seen as a presiding spirit in ‘Models of
Segregation's attempt to map and rationalize options in the decisions
around actions in the schematized space of non-zero-sum conflict.
The opening stages of the paper set up segregation as a fundamental
axiom of great applicability. Schelling mentions men and women,
Catholics and Protestants, boys and girls, officers and enlisted men
in an army. Not all of them necessarily tend towards dichotomous
formation. People are also sorted by ‘sex, age, income, language,
colour, taste, comparative advantage and the accidents of historical
location’, amongst other factors. It is assumed that the sorting
behaviour for each of these is the same.
In the model, a two-dimensional line is drawn (it is important that
this is a line, not a grid) with equal divisions of space along its axis.
The line is populated with an equal number of blacks and whites.
Whilst the distribution looks even on the macro level, at the micro
level it is uneven. Maybe three blacks are conjunct with one white,
then a black and then three whites. If the whites and blacks are
content with a 50 per cent split between the colour of their
neighbours, then those who have a white neighbour on one side and
a black neighbour on the other reach the contentment threshold and
stand still if the neighbourhood to be considered has a radius of one.
Those with ‘too many’ black neighbours or white neighbours will
move in order to achieve contentment. In a neighbourhood with a
radius of one, the line BBBWBWWW would, several iterations later,
become BWBWBWBW. If the neighbourhood extends to two houses
then the B and W in the middle of BBBWBWWW would be looking
for new neighbourhoods. To summarize, in Schelling's model, each
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agent is black or white and aims to reside in a neighbourhood where
the fraction of blacks/whites is above a predefined tolerance.
Schelling's algorithm for determining the pattern of residence
creates either complete integration or complete segregation.
Curiously, there is no reflection on the constitution of racial sorting
even in excusatory fig-leaf terms. Like the stories of house-hunting
amongst ‘professors and their wives’ that Schelling describes
elsewhere,6 the specific categories upon and through which
segregation operates are described as if natural, not even worthy of
equivocation as to their relation to social structure. The racism of the
work is both that it operates by means of racial demarcation as an
autocatalytic ideological given and, secondly, that it provides a
means of organizing racial division at a higher level of abstraction.
To say that Schelling operates within an ideologically racialized
frame is not to claim either way whether Schelling as a person is or
was consciously racist, but to state that, in these papers, racial
division is an uncontested, ‘obvious’ social phenomenon that can be
reduced in terms of its operation to a precise set of identifiers and
operations. Goldberg's formulation of the problem of racism is useful
here:
The mark of racist expression or belief, then, is not simply the
claim of inferiority of the racially different. It is more broadly that
racial difference warrants exclusion of those so characterized from
elevation into the realm of protection, privilege, property, or
profit. Racism, in short, is about exclusion through depreciation,
intrinsic or instrumental, timeless or time-bound.7
The naturalization of such a situation of depreciation by at-adistance means in which entities kindly self-organize into ghettos out
of their own otherwise unlimited choice must have been a marvellous
boon to someone. What these papers offer is the construction of a
machine for the operation of binary categorization that in turn
becomes an engine for spatial organization, of preference-based
segregation, as if the provision of housing in the form of a market is
entirely smooth and demand driven, as if there are no variations in
housing kinds and qualities, geographic features, or cultural
variations in population, of wealth, and so on.
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What Schelling's work allows for is for an operation of governance
beyond that of direct sorting and selection, the direct command and
control of populations; rather, it operates by eliciting and installing
an action grammar in which people ‘spontaneously’ recognize, in the
words of Nina Simone's song ‘Mississippi Goddam’, ‘I don't belong
here, I don't belong there.’8
Schelling offers the image of urban form being operated upon by an
‘invisible hand’, emerging at a higher level in social and material
channelling. There is a tension, then, between the figure of this
invisible hand and the view of the agent. The hand operates in an
ostensibly emergent or natural way, arising out of the conditions of
the situation as they are, beyond how they are seen by individual
actants.
Abstraction as Urbanism
Schelling's abstract machine is one for the bipolar reduction of
variation. One of the advantages of such an abstraction is that it
requires no specific material form, simply logical equivalence. As
recounted in a glowing festschrift chapter, Schelling initially used
pennies, heads or tails up, on a draughts board to simulate ‘what sort
of segregation patterns develop given various types of preferences
and alternative definitions of neighbourhood’.9 The scale of the
board becomes the limit factor of the diagrams published in a later
paper, ‘Dynamic Models of Segregation’. One can imagine a mediaarchaeological analysis of the history of simulation starting with such
boards. John Conway, in developing the Game of Life, famously
extended his to cover most surfaces of his office.10 Equally, only
having four significant neighbours, termed ‘Neumann neighbours’,11
draws a simplifying factor from the board, the constraints of which
may in turn be surpassed by the volume of processing offered by
electronic computing.
Indeed, a media analysis of the field can divulge a number of aspects
of its material practice that are often rendered conceptually and
procedurally invisible. One such is that models tend to be bound by
the temporal constraints of ‘turns’ in which all agents shift at the
same time. Most models need to have all variables change at the
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same time; but models of sociality need to vary the periodicity of
change for individual agents. Equally, in the model's interaction with
hardware, the need to represent data to human users renders the
allocation of central processing unit (CPU) cycles to drawing
graphical representations something of an interference when
compared with how many agents could be processed instead.
Some years after Schelling's work was published, Ted Nelson stated
in the second edition of Computer Lib12 that ‘All simulation is
political.’ Computers as an abstract machine for the integration of all
symbol systems – those operated upon by discrete values, or that can
be rendered as digital – provide a great degree of plasticity in the
social forms they might potentiate: hence the significance of Nelson's
formulation. But the specific kind of politics simulated is also
articulated by the qualities of the mathematical structures they come
into composition with (rule sets; systems of four or eight neighbours;
bounded, unlimited or wrapping grids; and so on). It is a rare case in
which there is a direct correlation between the various scales of
model, media, mathematics, the social form modelled, the
ideological commitments specified as politics in such simulations,
and the actual politics of the material operations of such systems in
use. Each of these scales is active.
Diagram City
Epstein and Axtell's 1994 book Growing Artificial Societies: Social
Science from the Bottom Up13 drew on ‘Models of Segregation’ and
from Conway's Game of Life. In Conway's cellular automata and
Schelling's space of segregation, the environment has no active
properties, something that has consequences when these models
carry over into urban planning and modelling cityscapes. Epstein
and Axtell's innovation was to place agents in an active environment
with agents programmed to explore for simple codifications of basic
resources to keep their metabolism alive. Agents and environment
have internal states and behavioural rules that are fixed at the start
or that can inherit change in interaction with each other. This is a
model as a form of regression analysis, or rather of using regression
as a form of proposition-making mechanism, where the relations
between entities are fixed but variable. The environment is a lattice
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of resource-bearing sites in a medium that is separate from the
agents, but on which they operate and with which they interact.14
Epstein has produced a body of work discussing the ethics around
agent-based modelling that seek to affect US governmental policy by
creating explicit models that can be used to explain social
phenomena; something he is careful to distinguish from prediction.
In ‘Why Model?’ Epstein challenges the assumption that scientific
theories are created from the study of data.15 He asserts that without
a good theory, it is not clear what data should be collected. Modelling
requires theorization and so creates enquiring habits of mind that he
posits as essential to freedom.
By contrast, agent-based models have been eagerly taken up as
objective explanations of conflictual social forms. The capacity to
express forms of emergence, with the invisible hand effectively
rationalizing commonsensical observations of the inevitability of
such phenomena as racial segregation, excites dreams of
implementation. As such, this aspect of this work evinces a
fascination with finding fundamental laws of social aggregation,
rhetorically building on those found in natural sciences, in turn
afforded by those historically associated with mathematics. Such
kinds of model and associated discourse still act in a representational
mode rather than one of enquiry.
Simulations now operate in a wide range of cases and kinds. They act
as a form of prognosis and forecasting, of pre-emption and the
maintenance of irresolvability as well as having the ability to
formulate an explanation with empirical traction without having to
be true. Simulations also develop specific kinds of techniques and
vocabularies, as well as the software to handle and interpret them,
object-oriented programming being one such example. Objectoriented programming is fundamental to how agent-based modelling
conceives of itself, as it allows objects to hold data and functions in
internal states. The object exports a limited set of methods with
which to interact with it, and the data, rather than being globally
accessible, is held privately to the object. This is why the behaviour of
objects comes to the surface, rather than the data that underlies
them. Functions or methods are the agents’ rules of behaviour.
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One novelty in this kind of work is the way particular forms of
computational abstraction themselves become operative elements in
social and urban formations. Computation becomes folded into the
operations of societies, and social forms become computational
problems. As the programmable city begins to incorporate models,
such systems become more than representational. Here, there is a
correlation between formulations such as those of Epstein and
Schelling (and those that followed in developing simulated societies)
and the social sorting by software described by Steven Graham in his
noted article ‘Software-Sorted Geographies’.16 In agent-based
modelling, by contrast, there is an interplay between the schema of
sorting and the actions of individuals and social formations, without
engaging with the level of implementation. Where there is a
difference is that Graham describes a disciplinary sorting on the
social. There are kinds of sorting occurring, but these are more
adequately expressed as a multi-scalar, multi-variable sorting
enacted by agents bearing seemingly lucid and operable preference
lists, arrayed in relation to the behaviour and imagined preferences
of others, apparently reducible to hard-and-fast organization. A
particularly interesting moment to watch for is when modelling and
implementation merge to some extent, either in actual
implementation, or in the seductive idea that such reductions are
fully adequate explanations of specific slices of reality.
In the case of the racism of Schelling's ‘Models of Segregation’, the
categories pre-exist the machine. The machine is there to sort them,
to anticipate their actualization, to provide a degree of abstraction in
which they can be reckoned, and by which the abstraction too can be
worked up into an actor of a kind in itself. This operation of
abstraction is crucial to understanding software as a cultural, citymaking force.
Logics
The use of computers implies the interrelation of different forms of
logic, at the levels, for instance, of programming the machine to
perform calculations and of regulating the behaviour of users in
pushing around mice and navigating menu systems to produce
desired results. One way to think about how the mass adoption of
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these forms of logic affects society is in the mode Foucault described
as discipline, one that analyses and breaks down a phenomenon
through modelling it to produce a kind of remote control.
Computation disciplines the way a phenomenon is approached and
analysed so that when the phenomenon becomes visible again from
within the computer it is made materially available for comparison
and modification. As users participate in the flows of power created
by the comparison of information and the systems of feedback that
these entail, there is a tendency for them to become normalized to its
process and are themselves enrolled in the interrelation of logics.
Computational forms of normalization establish the configuration of
logics needed to make the materiality of the phenomenon available
for modification via abstraction, verification and reward. The
repeated construction and use of these forms of logic provide a form
of progressive training for those that model, feed, collect, process
and react to such logics, as well as those objects that are the subject
of its calculations. Logics decompose processes and the entities,
including people, that are aggregate with them. The routine
processing/interaction with such models provides a collective logic
to be applied to all areas of society and the natural world. The move
beyond discipline, however, is characterized by the absence, further
withdrawal or multiplicity and duplicity of the ultimately reliable,
central control that discipline implies as a structuring principle.
Logic Gates
Part of the legacy of Schelling's and Epstein's work is in the police,
academic and intelligence projects aiming to predict riots via
sentiment analysis. ‘Negative words’, ‘hate speech’, ‘positivity’ and
expressions of anger stand in for a population of shifting emotional
registers, moving from stable states to those that can be used to
require the maintenance of policing budgets, harsher policy and
sudden rashes of inflamed and excited research budgets. The
operators of such machines sell their technical fixes as providing a
neutral oversight, in which the free expression of populations and
individuals can be mapped and cross-checked for ‘naughtiness’.
What happens is rather more complex social forms are interwoven
with those of the state, which itself attempts to follow too many
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filiations and clusterings. In the meantime, academic chancers
position themselves as dubious mediators, able to appear to delve
into the firehose of text produced by a population mapped according
to weightings assigned to strings of characters. We enter into a
condition of a generalized politics of experimental control without
controlled experiment.
Claus Pias suggests that recent theories such as actor network theory
and radical constructivism come from the same stock of ideas as
simulation, since for both:
Their knowledge is consciously – and as a matter of course –
furnished with a hypothetical index, they admit to their fictional
components, they position themselves within their conceptual
frame of reference, they thematize their performance, they are
aware of their problematic genesis, and they specify their limited
application.17
A useful provocation following such a proposition is to be found in
Latour and Lépinay's reading of Tarde: ‘If you really want to quantify
– which is after all the foundation of all sciences – you should try to
find all the available types of quantum, instead of just using one to
analyse all the others.’18 This premise underlies some of the
enthusiasm for big data analysis at present. It also perhaps implies
that social reality is a simplified model of more adequately complex
modelling schema. But we can also suggest that radical geographer
William Bunge's later mode of maximalist empiricism coupled with
high degrees of statistical abstraction is of great relevance here.19
The proposition here is that to study is to become actively involved,
to observe is to change, but also to recognize that, though such
change may be reciprocal, it may not be symmetrical and equivalent.
These are the stakes now of watching and participating, since in the
city understood as a platform for self-organization, algorithms, rule
sets, data structures, interfaces and procedures have highly and
perhaps questionably promising agency.20 The recent scandal of
researchers from Facebook and the Universities of California and
Cornell using Facebook's news feed to operate an experiment on
whether people responded to the filtering of what appeared in their
news feed on the basis of whether it was associated with emotional
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‘negativity’ or ‘positivity’ should be seen as a part of this tendency.
The researchers note that Facebook constantly experiments with the
algorithm to fine tune this aspect of their ‘product’.21 It is this state
of perpetual experiment, linking different scales of realities, that is
characteristic of the condition of abstract urbanism and the kinds of
operations that the integration of modelling with cities encourages.
This operation of the city as open experiment is of course one subject
to the analysis of power. For Epstein and Axtell, agent-based
modelling enforces habits of mind that are essential to intellectual
and democratic freedom. An agent-based model must be explicit and
open and be able to be examined and doubted, reconfigured and
rerun. Epstein aligns agent-based modelling with scientific modes of
enquiry that he sees as antithetical to established discursive
intellectual systems. Agent-based modelling provides a freedom to
doubt large monolithic and deductive forms of knowledge. Epstein
and Axtell propose that we are on the edge of a new enlightenment
based on the ubiquity of computing; one in which, for Epstein,
‘[i]ntellectuals have a solemn duty to doubt, and to teach doubt.
Education, in its truest sense, is not about “a saleable skill set”. It's
about freedom, from inherited prejudice and argument by
authority.’22 The question of whether the enlightenment can be fully
called upon in this way is in turn open to doubt, but there is
something here that suggests some possibilities in that it is a science
that explicitly calls subjects into being.
This proposed new mode of science of active abstractions involves
cities and social forms in what Stuart Kauffman calls ‘the physics of
semantics’,23 logics that have effects in the organization of
conjunction, calculation, control and communication. Such a physics
of semantics can be seen, at other scales, in the way that the agentbased model is involved in the specific forms of hardware and
software development that conjoin both meaning-making scaffolds
and physical properties. Object orientation in programming is seen
as a cogent worldview capable of answering difficult questions about
behaviour that emerge from complex subjects in the social or in
economics, where, ‘[it] facilitates essentially any interaction
structure (social network) and activation regime’.24 In contemporary
accounts, agent-based modelling also links its ambition to the rapid
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growth of CPU processing and the availability of hard disk space and
network processors assumed under Moore's Law. The ‘promising’
nature of abstract cities is thus also woven into multiple scales of
their materiality.
This suggests that there is the possibility of a mode of
experimentation, and of experimental politics and urban living, that
moves from the logics of theorems or axioms to an abstract
empiricism. Historically, software-based simulations essentially
replaced the kinds of hardware-based simulations or analogues of
biological, cognitive and social systems developed in places such as
Heinz von Foerster's Biological Computer Laboratory (BCL) in
Illinois.25 The questions posed change in this transition, becoming
allied less with the philosophical concerns characteristic of the BCL,
with its emphasis on epistemology and the question of abstraction
and reduction from material empirical conditions. We are now well
into another similar transition, where instead of moving from
hardware to software (with hardware becoming less experimental
and idiosyncratic as it is rendered in the form of commodity
electronics), social and urban forms become places of computational
inter-operation and experiment.
Urban space is increasingly produced in the production, circulation
and analysis of large volumes of structured and unstructured data.
Models and processes of modelization, or making susceptible to
modelling, are being integrated into the design of spatial forms such
as stadia, streets and stations at conceptual and pre-emptive stages
for the purposes of safety, transit design and revenue protection. In
such cases, agents become active as urban entities installed in the
symbolic and material orders of the city.
Just as computational forms structure reality, so do other kinds of
model. Abstract urbanism is hypothetical, fictional, maximally
empirical, and of course abstract. This means that the way in which
abstractions become materially operative has to operate through
these conditions, and also – under certain regimes of rhetoric – to
shield them, as simply fact-based extrapolations. To recognize that
they are imaginary, as models, without being either merely false or
simple reifications, is part of the art of abstract urbanism. To see
agent-based modelling in such a way is to recognize that models are
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also partial cities operating like partial objects, formalized slivers of
an urban configuration taken for a whole and working their drives
into active diagrams. Such a condition, in which the possibilities of
social fractures being triggered in the models and then implemented
are manifest, cannot but add an ambiguous potency to the operations
such an art promises. To work abstract urbanism, then, in the
condition of models becoming cities is also to open the possibility of
operating with a maximalist empiricism. It is to operate with delicacy
and attentiveness not only in the design of models, but also to the
arguments, spaces and politics that they bear, that they determine
and into which they are smuggled, driven and suffused, and which in
turn they rely on to sustain themselves. It is to saturate models with
variables, and to open abstraction to social disruption rather than to
prepare the abstract retrenchment of urban injustice.
But to recognize abstract urbanism is not solely to postulate an
interesting set of potential political practices, but more to come to
terms with a fundamental change in the consistency of cities today:
they are suffused with logics. This is to say not simply that streets are
data structures, people are variables and the city is a grid laced with
numerical nutrients, which in their interaction produce an adequate
if simplified mimicry of urban life; but that the city, the exemplary
space of modernity in all its complexity of desire, violence, multiscalar layering, imagination, invention and struggle, is also a place of
experiment with modes of composition and of self-emergence at
multiple scales of abstraction. Such a space is one where fantasies of
control, of understanding, of ordering, of establishing implicit and
explicit co-ordination and pre-emption co-exist with their
enactment, their failure, their use as excuse, and as a space where
logic co-exists with the surprise of the unforeseen.
Agent-based modelling provides a means not only for the
fantasmatic appearance of logics as an always present compliment of
logic itself, in that it mobilizes means by which things occur in and
for themselves in the mode of emergence, but also for a space for
arranging the coming into being of ideas of the city that are beyond
the habitual means of interrogating existing co-ordinates. Here, in
the state of being promising, logics both pre-empt surprise and rely
upon it to provide a gateway to emergence understood as the selfconstitution of reality; a reality that is on the one hand seemingly
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unblemished by mess, and on the other forged in the full, ongoing
complications of the cityscape in which it becomes manifest. This is a
deeply ambivalent position. The physics of semantics in which such
emergence is made is therefore worthy of attending to with all the
precision and inventiveness that can be mustered, as it too becomes
a space in which the city occurs.
References
Robert Axtell, ‘Economics as Distributed Computation’, in Takao
Terano, Hiroshi Deguchi and Keiki Takadama (eds.), Meeting the
Challenge of Social Problems via Agent-Based Simulation, Springer,
Heidelberg, 2003.
William Bunge, Fitzgerald: Geography of a Revolution, Schenkman
Press, Cambridge, MA, 1971; reprint University of Georgia Press,
Athens, GA, 2011.
Antonio A. Casilli and Paola Tubaro, ‘Why Net Censorship in Times
of Political Unrest Results in More Violent Uprisings: A Social
Simulation Experiment on the UK Riots’, Social Science Research
Network, 14 August 2011, http://papers.ssrn.com/sol3/papers.cfm?
abstract_id=1909467
Samir Chopra, ‘Computer Programs are People Too’, Nation, 29 May
2014, http://www.thenation.com/article/computer-programs-arepeople-too
Toby P. Davies, Hannah M. Fry, Alan G. Wilson and Steven R.
Bishop, ‘A Mathematical Model of the London Riots and their
Policing’, Nature Scientific Reports 3 (21 February 2013), article no.
1303.
Joshua M. Epstein, ‘Modeling Civil Violence: An Agent-Based
Computational Approach’, Proceedings of the National Academy of
Sciences, 99: Supplement 3 (14 May 2002), pp. 7243–50.
Joshua M. Epstein, ‘Why Model?’, Journal of Artificial Societies and
Social Simulation, 11:4, http://jasss.soc.surrey.ac.uk/11/4/12.html
Joshua M. Epstein and Robert L. Axtell, Growing Artificial
Societies: Social Science from the Bottom Up, Brookings Institution
Press and MIT Press, Cambridge, MA, 1996.
Martin Gardner, ‘The Fantastic Combinations of John Conway's New
Solitaire Game “Life” ’, Scientific American, 223 (October 1970), pp.
120–3.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
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David Theo Goldberg, The Threat of Race: Reflections on Neoliberal
Racism, Wiley-Blackwell, Oxford, 2009.
Stephen Graham, ‘Software-Sorted Geographies’, Progress in
Human Geography, 29:5 (2005), pp. 562–80.
Stuart Kauffman, Investigations, Oxford University Press, Oxford,
2000.
Adam D. I. Kramer, Jamie E. Guillory and Jeffrey T. Hancock,
‘Experimental Evidence of Massive-Scale Emotional Contagion
through Social Networks’, Proceedings of the National Academy of
Sciences of the United States of America, 111:24 (17 June 2014), pp.
8788–90.
Bruno Latour and Vincent Lépinay, The Science of Passionate
Interests: An Introduction to Gabriel Tarde's Economic
Anthropology, Prickly Paradigm Press, Chicago, 2009.
Oscar Morgenstern and John von Neumann, A Theory of Games and
Economic Behaviour, Princeton University Press, Princeton, 1947.
Albert Müller and Karl H. Müller (eds.), An Unfinished Revolution:
Heinz von Foerster and the Biological Computer Laboratory, BCL
1958–1976, edition echoraum, Vienna, 2007.
Ted Nelson, Computer Lib/Dream Machines, 2nd edn, Microsoft
Press, Redmond, 1987.
Claus Pias, ‘On the Epistemology of Computer Simulation’,
Zeitschrift für Medien- und Kulturforschung, 1 (2011) pp. 29–54.
Thomas Schelling, The Strategy of Conflict, Harvard University
Press, Cambridge, MA, 1960; 2nd edn 1980.
Thomas Schelling, ‘Models of Segregation’, American Economic
Review, 59:2 (1969), pp. 488–93.
Thomas Schelling, ‘Dynamic Models of Segregation’, Journal of
Mathematical Sociology, 1 (1971), pp. 143–86.
Thomas Schelling, Micromotives and Macrobehaviour, W. W.
Norton, New York, 1978.
Nina Simone, ‘Mississippi Goddam’, in Nina Simone in Concert,
Philips, Eindhoven, 1964.
Richard Zeckhauser, ‘Thomas Schelling, Ricochet Thinker’, in Robert
Dodge (ed.), The Strategist: The Life and Times of Thomas
Schelling, Hollis Publishing, Hollis, 2006.
Notes
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P. 65
1 Thomas Schelling, ‘Models of Segregation’, American Economic
Review, 59:2 (1969), pp. 488–93.
2 Thomas Schelling, ‘Dynamic Models of Segregation’, Journal of
Mathematical Sociology 1 (1971), pp. 143–86.
3 Jacob M. Epstein, ‘Modeling Civil Violence: An Agent-Based
Computational Approach’, Proceedings of the National Academy
of Sciences, 99:supplement 3 (14 May 2002), pp. 7243–50.
Examples of work building on Epstein's model include Antonio A.
Casilli and Paola Tubaro, ‘Why Net Censorship in Times of
Political Unrest Results in More Violent Uprisings: A Social
Simulation Experiment on the UK Riots’, Social Science Research
Network, 14 August 2011,
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1909467;
Toby P. Davies, Hannah M. Fry, Alan G. Wilson and Steven R.
Bishop, ‘A Mathematical Model of the London Riots and their
Policing’, Nature Scientific Reports 3 (21 February 2013), article
no. 1303.
4 Oscar Morgenstern and John von Neumann, A Theory of Games
and Economic Behaviour, Princeton University Press, Princeton,
1947.
5 Thomas Schelling, The Strategy of Conflict, Harvard University
Press, Cambridge, MA, 1960; 2nd edn, 1980. His paper ‘Dynamic
Models of Segregation’ is revised in Thomas Schelling,
Micromotives and Macrobehaviour, W. W. Norton, New York,
1978.
6 Schelling, ‘Dynamic Models’. Schelling, Micromotives, ch. 4.
7 David Theo Goldberg, The Threat of Race: Reflections on
Neoliberal Racism, Wiley-Blackwell, Oxford, 2009, p. 5.
8 Nina Simone, ‘Mississippi Goddam’, in Nina Simone in Concert,
Philips, Eindhoven, 1964.
9 Richard Zeckhauser, ‘Thomas Schelling, Ricochet Thinker’, in
Robert Dodge (ed.), The Strategist: The Life and Times of
Thomas Schelling, Hollis Publishing, Hollis, 2006, p. x.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 66
10 Martin Gardner, ‘The Fantastic Combinations of John Conway's
New Solitaire Game “Life” ’, Scientific American, 223 (October
1970), pp. 120–3.
11 Edward F. Moore gives his name to systems of eight neighbours,
expanded to use those at the corners in a rectilinear grid.
12 Ted Nelson, Computer Lib/Dream Machines, 2nd edn,
Microsoft Press, Redmond, 1987, p. 108: ‘All simulation is
political. Every simulation program, and thus every simulation,
has a point of view. Just like a statement in words about the
world, it is a model of how things are, with its own implicit
emphases: it highlights some things, omits others and always
simplifies.’
13 Joshua M. Epstein and Robert L. Axtell, Growing Artificial
Societies: Social Science from the Bottom Up, Brookings
Institution Press and MIT Press, Cambridge, MA, 1996.
14 See Axtell and Epstein's Sugarscape software.
15 Joshua M. Epstein, ‘Why Model?’, Journal of Artificial Societies
and Social Simulation, 11:4,
http://jasss.soc.surrey.ac.uk/11/4/12.html.
16 Stephen Graham, ‘Software-Sorted Geographies’, Progress in
Human Geography, 29:5 (2005), pp. 562–80.
17 Claus Pias, ‘On the Epistemology of Computer Simulation’,
Zeitschrift für Medien- und Kulturforschung, 1 (2011), pp. 29–54.
18 Bruno Latour and Vincent Lépinay, The Science of Passionate
Interests: An Introduction to Gabriel Tarde's Economic
Anthropology, Prickly Paradigm Press, Chicago, 2009, p. 19.
19 William Bunge, Fitzgerald: Geography of a Revolution,
Schenkman Press, Cambridge, MA, 1971; reprint University of
Georgia Press, Athens, GA, 2011.
20 Samir Chopra, ‘Computer Programs are People Too’, Nation, 29
May 2014.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 67
21 Adam D. I. Kramer, Jamie E. Guillory and Jeffrey T. Hancock,
‘Experimental Evidence of Massive-Scale Emotional Contagion
through Social Networks’, Proceedings of the National Academy
of Sciences of the United States of America, 111:24 (17 June 2014),
pp. 8788–90.
22 Epstein, ‘Why Model?’.
23 Stuart Kauffman, Investigations, Oxford University Press,
Oxford, 2000.
24 Robert Axtell, ‘Economics as Distributed Computation’, in
Takao Terano, Hiroshi Deguchi and Keiki Takadama (eds.),
Meeting the Challenge of Social Problems via Agent-Based
Simulation, Springer, Heidelberg, 2003, p. 10.
25 Albert Müller and Karl H. Müller (eds.), An Unfinished
Revolution: Heinz von Foerster and the Biological Computer
Laboratory, BCL 1958–1976, edition echoraum, Vienna, 2007.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 68
3
Software Studies Methods
What is the consistency of computational culture? What are the ways
in which the objects of computer science and of its more informal
offspring operate in and as the world? Looking into such questions, it
can be readily seen that a cunningly diffuse and multi-layered aspect
of the question of method is that of understanding what constitutes
the problem. Luckily, for the development of such an inter- or antidisciplinary field as software studies, computational media cultures
are abundantly generative of such things. Problems flourish. From
questions of the foundations of computing to the articulation of
cultural tendencies and political systems across commodity
platforms, via the questions of power, aesthetics and processes of
subjectivity, problems abound, and that's only to mention a few that
are properly named as such. Any short survey of methods in the field
can therefore only be partial and indicative, picking out a few general
trends. The kinds of problems addressed arose too at the emergence
of software studies at the beginning of this century.1 However, from
such a starting point, software studies has become the grounds for a
relishable diversity of methods, concerns, and conceptual and
practical resources. This chapter will try to map a few of these and
give some sense of their consistency and trajectories. In this, as a
survey, it will necessarily be partial and limited due to the vitality
and range of activity in the field. Read it then as an aperitif, before
investigating further.
To frame the question of the problem, a little genealogy is in order.
From a certain set of angles, software studies arose from a
background of bemused frustration at the ways in which ‘high-level’
media theory would tend towards subsumptive generalization about
the ‘virtual’, or about ‘cyberspace’, without attending to the howl and
screech of a dial-up modem, or the particular dance of pixelated
entities amongst the graphical user interfaces that constituted
everyday activity in the ‘knowledge economy’. A parallel here can be
drawn with software art, which articulated itself in part against the
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 69
media art and net art that often ignored the specific materials from
which it was made, a condition that – as those materials became
both increasingly interesting and increasingly over-coded – became
untenable. Equally, as social theory drew upon the active
constitution of society by objects, systems, media and tools,
alongside those entities that had hitherto been understood to be
social, the capacity to recognize what Scott Lash called ‘technological
forms of life’ became pressing.2 Amidst this too, the imperatives
underlying the development of the field are driven by an emphasis
on the complexly empirical and materialist, fortified by the
empiricism of the abstract found both in the more generous reaches
of the poststructuralist legacy and in those aspects of metamathematics and computer science that had always recognized the
cultural dimensions of their activity.
More recently, software studies finds itself in the curious position of
being a scholarly stick-in-the-mud as certain aspects of
computational culture become sprinkled like glittery mica on trays of
theoretical cupcakes: decorative, indigestible, and garnishing the
semiotically retrospective and materially stale. Algorithms, for
instance, are increasingly emphasized as an explanatory actor,
although in a surprisingly large quantity of scholarship this
explanatory power is asserted without their contextualization within
the other systems in which they are embedded, and indeed, in a
notable number of cases without even the requirement to ascertain
what an algorithm might be. Indeed, a scan of the literature shows
that it is entirely possible to have a social or literary theorist
discourse on ‘algorithms’ without any references other than to others
of their ilk. This kind of elective solipsism of disciplines is familiar to
those navigating interdisciplinary terrains, and is also articulated
through the kinds of citation politics that other such fields, such as
feminist research, have become all too familiar with. We are in the
amusing position where the emphasis on materiality in recent theory
results in what is technical and important sounding being elevated to
the same kind of generalizations that, say, the more banal
pronouncements of postmodernity suffered from in their heyday.
Social theory too often brings along its upstairs/downstairs split
between high theory and empiricism.
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There is an art to the interplay between the rigours imposed by
attention to material qualities and conditions with all their
constraints, limits and capacities, their specificities and
individuations, and those entailed also by the particular material,
epistemic and ontogenetic capacities of abstractions. In working on
such a topic, software studies approaches might characteristically
tend to identify specific algorithms, articulate their genealogy,
recognize and work with their characteristics, and see them as part of
a larger assemblage – one that is not in turn immune to the
imperative of conceptual rigour.3 All this requires something of an
avidity for research. Such a condition also drives it towards noncanonical texts and sites as sources of interest. This in turn is a
methodological choice that sets it at a tangent to theoretical work
aiming to array itself solely amongst well-cited or paternalistically
approved books. Showing that one is in dialogue only with those of
the correct lineage is a rhetorical technique that has the democratic
advantage that the canon is seemingly available to us all, whether we
like it or not; but it also may be a technique effected as one of
foreclosure. Part of this condition is due to the febrile pleasures of
academic politics, in which it is seen that the study of new media has
yet to establish itself fully as a legitimate field, and in order to do so
must exaggeratedly exhibit the habits of conformism and deference
special to the various overlapping pyramid schemes that are,
amongst other things, operative in the university.
Another way of framing this question of methods is to arrive partially
at it via two of the fields that contribute to software studies. Cultural
studies and computing both emerged, in different ways, in the
aftermath of the Second World War, both forged by the necessity of
the interdisciplinary bringing together of multiple kinds of method,
material and problematic. In different times, software studies
emerges as a minor mutational fold within these discourses, at the
cusp of the inventive enthusiasm of the world wide web and the
internet, and the transition to the version of the same which we now
inhabit. The various crises and possibilities in knowledge,
technology, institutional forms and epistemic potential that each of
these represents feed into the specific traits of software studies as a
field.
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P. 71
With cultural studies, software studies shares a taste for vulgar
objects that pass below the threshold of critical perception due to
their mundane, technical or tedious nature. Ostensibly boring
entities, manuals, slide presentations and technical specifications are
all probed for interesting traces as admixtures of high technology
and low theory. Just as crystals grow differently in variable
electromagnetic fields, which can in turn be examined through the
variations in growth pattern they contribute to, the relatively ‘pure’
formalisms that software articulates in such materials can also retain
interesting patterns of resonance with wider formations.
Relatedly, one may sense into software by the ways it comes into
composition with users. And here, ignorance of software's
conventions has been thought to be highly revealing. It must be
possible to read software in a way that is partially naive, stupid,
heading in the wrong direction, mysterious, uninformed by a
disciplinary history. To watch a person encounter a machine for the
first time is exciting; one might learn, from their dissonant
interpretation, what experienced preconceptions have become.
Unfortunately, even with the micro-confusions of users moving
between operating systems, today the state of inexperience with
computational entities is a rare resource. But there are ways in which
it is mobilized, bearing indeed some relation to Jacques Rancière's
formulation of the ‘ignorant’, where people learn by moving along in
a manner in which ‘one shouldn't move along – the way children
move, blindly, figuring out riddles’.4 Indeed, given its value, the
techniques of ethnography have been utilized to capture this
moment, or to set up a pretext in which it can be removed from the
story of a product.5 There is a kind of sense in which this naivety, as
a prerequisite component of the genesis of thought, may seek out
new objects of encounter.
One of the ways such naivety may fruitfully manifest is by asking
scrupulously simple questions. Indeed, the cunning and intelligence
required for the deployment of a sufficiently simple question are of
key methodological concern for programmers attempting to instruct
machines, and for anyone working to elicit material from what is
now commonly characterized as big data.6 The artful projects of the
working groups convened by Lev Manovich, such as SelfieCity, work
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in this mode,7 and one can say that they operate at a number of
levels. Ostensibly, they are navigations of certain sets of data. A
question is asked of a flow of images that conform to a certain
categorical norm: that of date, kind, genre, keyword, location and so
on. These categorical terms are those that arise out of the specific
nature of the system, which in part is that of a database whose
genealogical roots are in set theory. Corralled as it often is within
categorical architectures, and tucked, heavily filtered by a subset of
such categories, behind application program interfaces (APIs), it is
difficult to get significant traction on the material, except in
reconfirming its preconditions.
To work around this, data is captured and withdrawn from such
systems and then subject to other kinds of query; for instance, using
colour saturation or hue to navigate the variation in colour of images
tagged with the names of certain cities, or image-recognition
software to analyse the tilt of the head characteristic of selfies given a
certain location. The findings of such work are partly in this
activation of the parodically positivist formalisms that undergird
aspects of computational culture and subtend the ideas of big data.
Genuinely trivial details in aggregate become something else; they
constitute part of cultural form. To navigate these and to aggregate
them in turn become part of the constitution of a dual capacity of
critical exploration and seamless involvement that is both troubled
and fascinating.
Working through and into the ways in which computational and
networked forms change established modes of culture, politics and
society and establish new ones has – like the traces of the forces
acting on a crystal – been very palpable in certain cultural-economic
forms such as publishing, music and film, where they have had
massive systemic effects. In disciplines, such as philosophy, the
articulation of these predispositions and capacities has been less
immediately discernible but also intriguing, with not only the
development of platforms and currents, and the mobilization of
previously more marginal actants, but also cognitive speed-ups,
trends and conceptual hazing becoming more visible. Computational
forms here become one of the fields in which the crystal grows.
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Related in certain ways to the question of operative stupidity and the
principle of the pyramid scheme in academic citation patterns is
something that may indeed be worth some study in itself: the
entrenchment of Pareto-principle-type citation patterns due to the
material specificity of contemporary publication.8 When the search
engine becomes the primary basis of scholarly research, the keyword
becomes a crucial pivot for the articulation of fields. Thus, in
speeded-up research cultures, ever-ready to announce what passes
for a novelty, it is possible for communities of researchers working in
related domains to bypass each other's work entirely due to overdutiful following of links.
Earlier I noted that software studies methods include something of
the fastidious, painstaking work of the archive following up a specific
object. Here there is a useful correlation with work in the method of
following the object, suggested by Kopytoff,9 and in the figure of the
boundary object formulated by Susan Leigh Star and James
Griesemer.10 One of the key factors to note is that many of the
objects to be registered in software studies are multi-scalar. To fix
only on the immediately empirical – say, on the position of a specific
procedure within a wider assemblage – would also be to risk missing,
via simply descriptive means, some of the more abstract dimensions
of such an assemblage. The mathematical and logical conditions of
such an entity are also inherently formed amongst non-uniform
fields of metaphysical ‘radiation’ set in motion by mathematical
conditions.11 Equally, their articulation can be probed in relation to
the epistemic conditions of certain kinds of data cultures and
economies. To recognize the multidimensionality of the problem is
by no means to deny the pleasures or necessity of micro-scalar
analyses, but rather to emphasize, in relation to research methods,
the ways in which positing an analysis of a part triggers in turn the
positing of a vision of a putative whole.
To return, then, to the relation of the method to the problem, part of
the work of software studies has been to burrow into and articulate
the relations between different scales in which software becomes
manifest without proposing any pre-existing, hierarchically ordered
set of conditions to which such things must correspond, and without
at the same time failing to notice that such orderings are multiple
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and highly operative. To this end, there is a discussion of software in
terms of the data structures known as stacks in the work of Ben
Bratton12 and Rob Kitchin,13 amongst others, examining the ways in
which the mutual ordering and dependencies of separate scales of
abstraction and operation produce functional wholes. When, via an
overly normalized and normative empiricism, work in this domain
risks an occasional simple recapitulation of systemic technical
description, it is also challenged by a materialism operating ‘below
the stack’ by, for instance, focusing on the social and even alchemical
histories and qualities of the minerals that end up in dialogue with
the logical operations of software in the work of artists such as
Jonathan Kemp,14 Martin Howse15 and the group YoHa.16 Both of
these tendencies offer the potential of dialogue with the wider
questions of infrastructure and the scholars, from Sergio Bologna17
to Keller Easterling,18 who have traced these interrelations via
political economy and spatial approaches.
Questions of infrastructure appear too in much of the work
assembling an understanding of the fundamental components of
large-scale web platforms. There is a sense that a key movement in
much contemporary work is an investigation of the operations,
significance, underlying forces and consequences of social media and
the apparatuses of production, storage, dissemination and analysis
that they constitute. A number of articles have seen scholars address
the functioning of, for instance, Google's PageRank or Adwords,
Facebook's OpenGraph19 and the shifting nature of database
systems, from relational to NoSQL,20 as well as other mechanisms
that deftly bring together theoretical resources drawn from different
strands of cultural and social theory, histories of organization and of
mathematics, amongst others. Treating the entities of such ‘abstract
infrastructure’ as inherently cultural, social and political, as well as
interrogating the way in which computational media install and
format the modes of coming into being and of becoming in the
present, is fundamental to the questions that are formative to the
genesis of methods.
One of the conditions here is the changing status of media. Friedrich
Kittler neatly boiled down the condition of media as being those
mechanisms to do with the production, storage and dissemination of
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information.21 The systems in the last paragraph added analysis to
this triad. Analysis here is the breaking down of complex entities into
what, at a certain scale, can be read as nominally fundamental units,
and working out their immanent, potential or emergent
relationships. Media have in many cases largely become a subset of
computational systems. As a condition of their constitution as digital
systems and, thanks to Alan Turing, as procedural systems that are
inherently composed of discrete entities and steps, computers are
constitutionally predicated upon analysis. Analysis and control
combined are part of what make the move to computational
generality such a significant, if not unprecedented, shift; and it is to
the way in which this power of computational analyses is coupled
with other forms that are native to the arts and humanities that we
should now turn.
The collectively authored book 10 PRINT CHR$(205.5+RND(1)); :
GOTO 1022 proposes that the single line of code set out in its title can
be read, rewritten, divagated from, and used as the basis for memory
and reverie in a compelling way. Here, close reading is the pivot on
which a world can be spun out from a crystal of code. In related
terms, a number of similarly minuscule objects have been examined
for the way in which their minor variations can become highly
revealing entry points into a wider set of phenomena. Anne
Helmond's discussion of the historical changes to the hyperlink or
URL – from something hard-coded into an HTML document, to an
artefact generated on the fly by a database system on dynamic
websites – exemplifies this approach.23 By looking at such changes
in technology, insights into the way in which websites are used and
embody different modes of social and cultural activity can be readily
elicited; for instance, in the trajectory from something hand-coded
and available to all users, to being an ostensibly secure one-timeonly transaction. Related articulations of such telling detail are
evident in Ben Grosser's account of his plug-in, the ‘Facebook
Demetricator’,24 that removes numerical, quantitative and temporal
data from the interface of the social media site. Another recent
approach is to combine analytical methods from police data forensics
with a historical survey of software manuals to draw up a history of
the various kinds of metadata that contain author information.25 In
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these and many other projects there are numerous contributions to
debates about what constitutes the object of study, entangled with
the methodical means of staging such an encounter. Work by Wendy
Chun, Alex Galloway, Annette Vee, Taina Bucher, Shintaro Miyazaki
and numerous others specifically proposes methods integrated with
particular lines of enquiry around certain scales at which software
exists.26
An additional mode of analysis, drawn from technical practices, is
that of reverse engineering. Here, Adrian Mackenzie suggests that
‘One strategy is to begin by describing the most distinctive
algorithmic processes present, and then ask to what constraints or
problems these processes respond. From there we can start to
explore how software transforms relations.’27 Such a methodical
frame corresponds to the process of observation and decomposition
adopted in Robert W. Gehl's work on social media.28 It also provides
an impetus for research that works directly on software systems via
means of programmatic comparison between input and output.29
Such work involves setting up one system to interrogate another.
Applied to a research target such as the predominant web-based
services, this may involve establishing user accounts, scripts and
servers that feed data into a system to generate results and then to
make comparative analyses of them. Sometimes described as
‘algorithm audit’30 and strongly developed by researchers such as
Latanya Sweeney,31 such techniques are especially notable in
formulating a progressive programme of research on the empirical
operations of computational systems that form and constitute
privatized forms of public resources.
One of the difficulties here is in negotiating the privileged position
that quantification is allocated in different kinds of discourse, where
the numerically describable stands in for the empirical. Such
research is often that most taken up and, if not actually discussed,
replicated in the press. Nevertheless, as a means of reflexively
working into the way in which computational forms operate, it is an
intensely valuable set of approaches. In a context too in which
massive amounts of economic, social and cultural action are carried
out in computational environments, it is a mode of action carried out
on a tactical basis by multitudes of actors, not the least significant of
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these being algorithms employed by competing companies to
understand the operations of others. We can say too, that as reverse
engineering becomes a mode of sociability – one prods a person to
see if they elicit, for instance, the signs taken for friendship – it is a
mode that becomes increasingly omnipresent.
Methods result in many cases from the conjunction of an intensive
question with a problem. A case that is interesting to the point of
fascination demands subtle attention to crack it. Here, the mode of
study adequate to a digital entity or process achieves the tender
revelations of a hack. Exemplary in this regard are the edited volume
and concurrently formed exhibitions of artworks put together by
Olga Goriunova on the theme of Fun and Software.32 One of the
guiding concerns in this strand of Goriunova's work is to draw out
the way in which software is formed in and as a question of obsessive
pleasures of multiple kinds. The articulation of logics, processes,
systems and other modes of computational artefact as they are
manifest in, given grounds by and shaped by the nature of software,
and provide in turn a condition of life that is both sensual and
abstract, is richly drawn out in this series of projects. Crucial to note
in the Fun and Software series is that scholarly modes of research are
challenged by those that are anterior to the question of academic
form. The condition of software is understood to be a fundamentally
existential one. Aesthetics provides routes into such a question, but
so also do the reflexive accounts of cultural and technical
practitioners. There is a close involvement here too with the
immanent mode of criticism established in software art and of the
properly speculative dimension required when thinking about the
various scales of conjunction of processes of abstraction and
concretion to be found in software cultures.33 Here, software studies
develops close affinities with the philosophical approaches of writers
such as Luciana Parisi that mobilize reflections on the ontological
conditions of mathematical technologies.34
Following from this, the question of method is one coeval with
multiple modes of being as much as with the problems they are
crystallized into. Appropriate methods, then, involve grinding such
crystals up, to see what they can do when ingested; describing what
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they mix with and the forms they take; or gazing deeply into them to
divine the nature of the present.
References
Active Archives, http://activearchives.org/wiki/Main_Page
Konrad Becker and Felix Stalder (eds.), Deep Search: The Politics of
Search beyond Google. Studienverlag, Vienna, 2009.
Sergio Bologna, ‘The Factory–Society Relationship as an Historical
Category’, trans. Ed Emery, Libcom.org, London, n.d.
Josephine Bosma et al. (eds.), Readme! ASCII Culture and the
Revenge of Knowledge, Autonomedia, New York, 1999.
Benjamin Bratton, The Stack: On Software and Sovereignty, MIT
Press, Cambridge, MA, 2016.
Taina Bucher, ‘Objects of Intense Feeling: The Case of the Twitter
API’, Computational Culture, 3 (2013),
http://www.computationalculture.net
Wendy Chun, Programmed Visions: Software and Memory, MIT
Press, Cambridge, MA, 2011.
Paul Dourish, ‘NoSQL: The Shifting Materialities of Database
Technology’, Computational Culture, 4 (2014),
http://www.computationalculture.net
Keller Easterling, Extrastatecraft: The Power of Infrastructure
Space, London, Verso, 2014.
M. Beatrice Fazi and Matthew Fuller, ‘Computational Aesthetics’, in
this volume.
Martin Feuz, Matthew Fuller and Felix Stalder, ‘Personal Web
Searching in the Age of Semantic Capitalism: Diagnosing the
Mechanisms of Personalization’, First Monday, 16:2 (7 February
2011), http://firstmonday.org/article/view/3344/2766
Matthew Fuller, Nikita Mazurov and Dan McQuillan, ‘The Author
Field’, in this volume.
Alex Galloway, The Interface Effect, Polity, Cambridge, 2012.
Robert W. Gehl, Reverse Engineering Social Media: Software,
Culture and Political Economy in New Media Capitalism, Temple
University Press, Philadelphia, 2014.
Olga Goriunova (curator), Funware, Arnolfini, Bristol, September–
November 2010.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 79
Olga Goriunova (curator), Fun with Software, MU and Baltan,
Eindhoven, November 2010–January 2011.
Olga Goriunova (ed.), Fun and Software: Exploring Pleasure,
Paradox and Pain in Computing, Bloomsbury, London and New
York, 2014.
Ben Grosser, Facebook Demetricator,
http://bengrosser.com/projects/facebook-demetricator
Anne Helmond, ‘The Algorithmization of the Hyperlink’,
Computational Culture, 3 (2013),
http://www.computationalculture.net
Martin Howse, http://1010.co.uk/org
Irina Kaldrack and Theo Röhle, ‘Divide and Share: Taxonomies,
Orders and Masses in Facebook's Open Graph’, Computational
Culture, 4 (2014), http://www.computationalculture.net
Jonathan Kemp, http://xxn.org.uk
Rob Kitchin, The Data Revolution, Sage, London, 2014.
Rob Kitchin, ‘Thinking Critically About and Researching Algorithms’,
Programmable City Working Paper 5, Maynooth University –
NIRSA, Maynooth, 2014.
Friedrich Kittler, Literature, Media, Information Systems, ed. and
trans. John Johnston, G&B Arts, Amsterdam, 1997.
Igor Kopytoff, ‘The Cultural Biography of Things: Commoditization
as Process’, in Arjun Appadurai (ed.), The Social Life of Things:
Commodities in Cultural Perspective, Cambridge University Press,
Cambridge and New York, 1986.
Gannaelle Langlois, Joanna Redden and Greg Elmer, Compromised
Data: From Social Media to Big Data, Bloomsbury, London, 2015.
Scott Lash, ‘Technological Forms of Life’, in Lash, Critique of
Information, Sage, London, 2002.
Adrian Mackenzie, Cutting Code: Software and Sociality, Peter
Lang, New York, 2006.
Adrian Mackenzie, Wirelessness: Radical Empiricism in Network
Cultures, MIT Press, Cambridge, MA, 2010.
Shintaro Miyazaki, ‘Algorhythmics: Understanding MicroTemporality in Computational Cultures’, Computational Culture, 2
(2012), http://www.computationalculture.net
Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy
Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark
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Sample and Noah Vawter, 10 PRINT CHR$(205.5+RND(1)); : GOTO
10, MIT Press, Cambridge, MA, 2014.
Luciana Parisi, Contagious Architecture: Computation, Aesthetics
and Space, MIT Press, Cambridge, MA, 2013.
Jacques Rancière, The Ignorant Schoolmaster: Five Lessons in
Intellectual Emancipation, trans. Kristin Ross, Stanford University
Press, Stanford, 1991.
Christian Sandvig, Kevin Hamilton, Karrie Karahalios and Cedric
Langbort, ‘Auditing Algorithms: Research Methods for Detecting
Discrimination on Internet Platforms’, paper presented at Data and
Discrimination: Converting Critical Concerns into Productive
Inquiry, a pre-conference at the 64th Annual Meeting of the
International Communication Association, 22 May 2014, Seattle.
Bev Skeggs and Simon Yuill, Values and Value,
https://values.doc.gold.ac.uk
Software Studies Initiative, SelfieCity, 2014,
http://www.selfiecity.net
Susan Leigh Star and James Griesemer, ‘Institutional Ecology,
“Translations” and Boundary Objects: Amateurs and Professionals in
Berkeley's Museum of Vertebrate Zoology, 1907–39’, Social Studies
of Science, 19:3 (1989), pp. 387–420.
Latanya Sweeney, ‘Discrimination in Online Ad Delivery’,
Communications of the ACM, 56:5 (2013), pp. 44–54.
Annette Vee, ‘Text, Speech, Machine: Metaphors for Computer Code
in the Law’, Computational Culture, 2 (2012),
http://www.computationalculture.net
Noah Wardrip-Fruin, Expressive Processing: Digital Fictions,
Computer Games, and Software Studies, MIT Press, Cambridge,
MA, 2009.
Alex Wilkie, User Assemblages in Design: An Ethnographic Study,
PhD thesis, Goldsmiths, University of London, 2010.
YoHa (Matsuko Yokokoji and Graham Harwood),
http://www.yoha.co.uk
Notes
1 See for instance the ‘Software Summer School’ at the TechNiks
series of events curated by Lisa Haskel in the Lux Gallery,
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P. 81
London, in 2000; or the software section in Josephine Bosma et
al. (eds.), Readme! ASCII Culture and the Revenge of Knowledge,
Autonomedia, New York, 1999.
2 Scott Lash, ‘Technological Forms of Life’, in Lash, Critique of
Information, Sage, London, 2002.
3 See for instance Adrian Mackenzie's tour de force on the Viterbi
algorithm in Wirelessness: Radical Empiricism in Network
Cultures, MIT Press, Cambridge, MA, 2010. The work of the
Brussels-based Active Archives group
(http://activearchives.org/wiki/Main_Page) is exemplary in
working through the expressive capacities of the interplay of data
structures and algorithms in relation to other media forms.
4 Jacques Rancière, The Ignorant Schoolmaster: Five Lessons in
Intellectual Emancipation, trans. Kristin Ross, Stanford
University Press, Stanford, 1991, p. 10.
5 Alex Wilkie, User Assemblages in Design: An Ethnographic
Study, PhD thesis, Goldsmiths, University of London, 2010.
6 Rob Kitchin, The Data Revolution, Sage, London, 2014;
Gannaelle Langlois, Joanna Redden and Greg Elmer,
Compromised Data: From Social Media to Big Data,
Bloomsbury, London, 2015.
7 Software Studies Initiative, SelfieCity, 2014,
http://www.selfiecity.net.
8 Konrad Becker and Felix Stalder (eds.), Deep Search: The
Politics of Search beyond Google. Studienverlag, Vienna, 2009.
9 Igor Kopytoff, ‘The Cultural Biography of Things:
Commoditization as Process’, in Arjun Appadurai (ed.), The Social
Life of Things: Commodities in Cultural Perspective, Cambridge
University Press, Cambridge and New York, 1986.
10 Susan Leigh Star and James Griesemer, ‘Institutional Ecology,
“Translations” and Boundary Objects: Amateurs and
Professionals in Berkeley's Museum of Vertebrate Zoology, 1907–
39’, Social Studies of Science, 19:3 (1989), pp. 387–420.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 82
11 See, for an exploration of this set of conditions, M. Beatrice Fazi
and Matthew Fuller, ‘Computational Aesthetics’, in this volume.
12 Benjamin Bratton, The Stack: On Software and Sovereignty,
MIT Press, Cambridge, MA, 2016.
13 Rob Kitchin, ‘Thinking Critically About and Researching
Algorithms’, Programmable City Working Paper 5, Maynooth
University – NIRSA, Maynooth, 2014.
14 See, for the work of Jonathan Kemp, http://xxn.org.uk.
15 See, for the work of Martin Howse, http://1010.co.uk/org.
16 See, for the work of YoHa (Matsuko Yokokoji and Graham
Harwood), http://www.yoha.co.uk.
17 Sergio Bologna, ‘The Factory–Society Relationship as an
Historical Category’, trans. Ed Emery, Libcom.org, London, n.d.
18 Keller Easterling, Extrastatecraft: The Power of Infrastructure
Space, London, Verso, 2014.
19 Irina Kaldrack and Theo Röhle, ‘Divide and Share: Taxonomies,
Orders and Masses in Facebook's Open Graph’, Computational
Culture, 4 (2014), http://www.computationalculture.net.
20 Paul Dourish, ‘NoSQL: The Shifting Materialities of Database
Technology’, Computational Culture, 4 (2014),
http://www.computationalculture.net.
21 Friedrich Kittler, Literature, Media, Information Systems, ed.
and trans. John Johnston, G&B Arts, Amsterdam, 1997.
22 Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy
Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark
Sample and Noah Vawter, 10 PRINT CHR$(205.5+RND(1)); :
GOTO 10, MIT Press, Cambridge, MA, 2014.
23 Anne Helmond, ‘The Algorithmization of the Hyperlink’,
Computational Culture, 3 (2013),
http://www.computationalculture.net.
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P. 83
24 Ben Grosser, Facebook Demetricator,
http://bengrosser.com/projects/facebook-demetricator.
25 See Matthew Fuller, Nikita Mazurov and Dan McQuillan, ‘The
Author Field’, in this volume.
26 Wendy Chun, Programmed Visions: Software and Memory,
MIT Press, Cambridge, MA, 2011. Alex Galloway, The Interface
Effect, Polity, Cambridge, 2012; Annette Vee, ‘Text, Speech,
Machine: Metaphors for Computer Code in the Law’,
Computational Culture, 2 (2012),
http://www.computationalculture.net; Noah Wardrip-Fruin,
Expressive Processing: Digital Fictions, Computer Games, and
Software Studies, MIT Press, Cambridge, MA, 2009; Taina
Bucher, ‘Objects of Intense Feeling: The Case of the Twitter API’,
Computational Culture, 3 (2013),
http://www.computationalculture.net; Shintaro Miyazaki,
‘Algorhythmics: Understanding Micro-Temporality in
Computational Cultures’, Computational Culture, 2 (2012),
http://www.computationalculture.net.
27 Adrian Mackenzie, Cutting Code: Software and Sociality, Peter
Lang, New York, 2006.
28 Robert W. Gehl, Reverse Engineering Social Media: Software,
Culture and Political Economy in New Media Capitalism, Temple
University Press, Philadelphia, 2014.
29 Martin Feuz, Matthew Fuller and Felix Stalder, ‘Personal Web
Searching in the Age of Semantic Capitalism: Diagnosing the
Mechanisms of Personalization’, First Monday, 16:2 (7 February
2011), http://firstmonday.org/article/view/3344/2766; Bev
Skeggs and Simon Yuill, Values and Value,
https://values.doc.gold.ac.uk.
30 Christian Sandvig, Kevin Hamilton, Karrie Karahalios and
Cedric Langbort, ‘Auditing Algorithms: Research Methods for
Detecting Discrimination on Internet Platforms’, paper presented
at Data and Discrimination: Converting Critical Concerns into
Productive Inquiry, a pre-conference at the 64th Annual Meeting
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 84
of the International Communication Association, 22 May 2014,
Seattle.
31 Latanya Sweeney, ‘Discrimination in Online Ad Delivery’,
Communications of the ACM, 56:5 (2013), pp. 44–54.
32 Olga Goriunova (ed.), Fun and Software: Exploring Pleasure,
Paradox and Pain in Computing, Bloomsbury, London and New
York, 2014. Exhibitions: Olga Goriunova (curator), Funware,
Arnolfini, Bristol, September–November 2010; and Fun with
Software, MU and Baltan, Eindhoven, November 2010–January
2011 (producers Annet Dekker and Annette Wolfsberger).
33 Related approaches such as design fictions and speculative
design are important to map here.
34 Luciana Parisi, Contagious Architecture: Computation,
Aesthetics and Space, MIT Press, Cambridge, MA, 2013.
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4
Big Diff, Granularity, Incoherence, and
Production in the Github Software
Repository
Matthew Fuller, Andrew Goffey, Adrian Mackenzie, Richard Mills
and Stuart Sharples
This chapter will discuss the way in which Github, one of the largest
dynamic repositories of software online, can be seen to operate as a
mode of archive which in turn re-engineers the question of what an
archive is. In very simple terms, Github is a place where software is
stored online and from which it can often be downloaded. More
expansively, it provides a sense of the archive as simultaneously a
site of fine-grained analysis and of incoherence, of storage and of
production.
To get to Github, we need to start with Git, a source code
management (SCM) system designed by Linus Torvalds in 2005.1 Git
was initially based on the characteristics of a file storage system
familiar to its author as the initiator of the Linux aspect of the
GNU/Linux operating system.2 Whilst it claims to be ‘a stupid
content tracker’,3 in practice Git is a highly sophisticated,
decentralized and distributed way of writing code in groups on scales
ranging from an individual to that of large organizations. Git
encourages branching or multiple versions of the same project at the
same time and provides many different ways of merging, tracking,
duplicating and integrating code repositories distributed across
many developers. It facilitates and encourages copies and variations
as well as the tracking and auditing of changes in almost any kind of
digital data.
Since 2007, Github.com – a separate organization – has served as a
largely public host platform for Git repositories or ‘repos’. It has
encouraged software developers and programmers to store, work on
and retrieve the source code and texts associated with software
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projects on many scales, again ranging from individuals to large
organizations. It has augmented the many operations afforded by Git
with ‘social coding’ affordances such as ‘starring’, ‘watching’, the
distinctive ‘pull-request’ mechanism, various more formal
organizational arrangements (teams, organizations etc.) and visual
descriptive devices (graphs in particular). Github has grown rapidly
since 2007 to become perhaps the most important online code
repository of the moment, hosting around 10 million projects in total
with several million people contributing to them, albeit with widely
varying levels of activity. We might understand Github as the formal
enterprise that organizes – and somewhat ironically, centralizes –
the informal, decentralized organization of Git.
Github itself publishes much data about the growth of repos. The
public legibility of platform dynamics is typical of contemporary
software-mediated culture: things are made to be readable by many.
Github.com also produces and encourages the production of various
forms of visualization and tabulation of what goes on there. To
illustrate this legibility, we could choose important or famous
repositories on Github – the Linux kernel, for instance, still led by
Linus Torvalds, is a much-vaunted FLOSS (free, libre and open
source software) project that has become economically and
technically central to the development of the internet – and analyse
the flows of meaning, texts and readers/writers connected to that
repository.4 Relatively quickly, individual contributions could be
analysed, and we could begin to characterize the composition of the
group of people who keep this important software object working
and up to date. But this work is largely already done by Github.com
itself.5 Indeed, the site is characterized by a high degree of
granularity of the data it holds. This is understood to mean the
availability of multiple kinds of highly detailed, and to some degree
tractable, information of the processes, material and actors it
gathers. Since Github is notable for the ‘socialization’ of software
production, in which the social media forms already mentioned are
built into the archive, there is, in turn, a deep integration of
quantification into the working processes of the archive.
Coding Processes and Architectures
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The development of software has entailed a history of self-reflection
of certain kinds. The discourse and practices of software engineering,
for instance, were born of a need to intensify the quality and
standardization of code, in turn stabilizing factors such as the culture
of engineering and desirable qualities of personnel.6 Here, we should
also note the strong differentiation between the engineering and
software development approaches and the concomitant differences
between hackers and engineers that run through them. Software
engineering historically relies on the standardization and
systematization of work in relation to large-scale projects. Hacking,
by contrast, emphasizes informality and virtuosity.
Faced with the explosion of programming and the applications in
which it is being deployed, computing has also developed numerous
techniques of management or methodology, modularity and reusability, to stabilize the nature of work and to make it more
amenable to enjoyment or at least to management. Programming
methodologies develop out of various formulations, such as the need
to co-ordinate across often increasingly large-scale projects or,
conversely, to develop project requirements as the system develops.
Echoing such imperatives, examples such as Waterfall (a software
development model predicated upon strict division of stages) involve
an ordering and hierarchy of projects and products; conversely, Agile
methodology is a mode of close collaboration between coders and
clients, emphasizing the quality of working life, fast iteration of code,
and the tight participation of the user. Alongside these
organizational systematizations, programmers rework, add to and
link pieces of code. This may seem an obvious statement, but the
process also implies the development of languages, programming
environments such as IDEs (integrated development environments)
or the text editors (such as VIM or Atom) in which programmers
work, as well as the use of systems of pre-written software at
different scales such as frameworks, classes, libraries and objects. In
parallel, and in the wider contexts of digital work, new conditions for
the storage and management of files are generated. Music and
architecture are related areas that generate thousands of memoryintensive files and variations on those files, implying archival
necessities such as version control. In turn, the question of what
constitutes a file is reconfigured: objects are now increasingly
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understood as a particular state space within a matrix of variable
data, structured and inflected in turn by the specific qualities of the
kind of media that is being worked, as in the difference between a
text file and an architectural drawing, or a layer in an animation file.
To a certain extent, these version-control systems can be seen as part
of the general modularity of work in the gloriously undulating fields
of the contemporary Bürolandschaft, echoing or reciprocating the
modularity of paradigmatic computing systems such as Unix.7 Part
of the condition of such systems is a general move towards a
relatively high degree of granularity of objects and, concomitantly, of
the modes of analysis and use to which they may be put, something
in turn affecting the nature of their condition as archive and as
engines of production. We will explain this further later.
Within the specific domain of FLOSS code repositories, what is
particularly interesting is that they fuse the distribution, production
and consumption8 or use of software into the same architecture.
They constitute part of the establishment of a code commons that
involves some of the means of negotiating over and managing
disagreements, and they also provide the means of generating what
we propose, following recent work in biology, to call
metacommunities: sparsely or thickly connected populations of
objects, users, producers. However, in distinction to the biological or
ecological use of the term, calling these systems ‘meta’ means that
they also partially draw up the matrix of possible operations that
may constitute communities. Here, the software that encodes such
operations is of crucial interest.
FLOSS code repositories include GoogleCode, Source-Forge,
Savannah, Code Snippets and Tigris.9 Some of these repositories
support multiple version control systems. Savannah, for instance,
supports CVS (Concurrent Versions System), Subversion, Git,
Mercurial and Bazaar, though many if not most projects use CVS.10
Some of these systems will be used in parallel, with code being
developed on Git, and stable versions of a programme being made
available by multiple sources. Equally, an organization may often
make use of a public facing repository and have one or more private
ones in which the daily work is done. Github, as a company, makes
much of its money from providing the latter service on a commercial
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basis. There are also many smaller, project-specific repositories, such
as Rastasoft, CPAN (Comprehensive Perl Archive Network) or
Python.org, that provide the output of a specific group of
programmers or, more expansively, the basic materials to work with
a particular language. There are also sites that are not repositories
but act as directories of projects.
What is crucial here is the question of version control. An example of
simple version control for non-software use would be the wiki
software that was originally developed for project documentation
and collaboration around Agile software development and that now
forms the basis for systems such as Wikipedia.11 Version control
allows users of a system to develop more than one version of a
project, to have many people working on elements of a project
simultaneously without overwriting each other's work, and to archive
and make available completed or ongoing versions of a project as
they develop.
Code repositories act as part of the mix of systems used in software
development, such as the bug trackers, mailing lists, IRC (internet
relay chat) channels and messaging applications that particular
metacommunities or teams might work with in the development of a
program. These operate by means of creating lists of work to do or by
allowing fast means of communication that can be both synchronous
and asynchronous. On another scale, code repos can be seen in
relation to discussion forums such as Stack Overflow, privately
owned operations that in turn sometimes shape and cull
conversations according to commercial imperatives.
With many FLOSS projects, too, there is a merger between
development and marketing, garnering new users and developers,
that also constitutes the prospective shaping of a scene around the
platform and the various constituencies that use it.12 Equally, these
projects often rely upon a legal and discursive framing via the use of
free and open source software licences. These are generally defined
and differentiated by the way in which they attempt to perpetuate the
software either as a common good or as a resource free of the
encumbrance of obligation to others. As we will see, this is also
something subject to change.
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Anatomies of Forks
One of the crucial aspects of Github's architecture is that it also
upends what is called the ‘taboo of the fork’ in free or open source
software. This is the taboo on splitting or duplicating a project, an act
that often potentially breaks apart the community around the code.
Git, the system that Github relies on, inverts this established
software community ethic by making the fork its fundamental
operation, something that in turn reframes the debate around the
archive as the focus of storage, conservation, and communities of
research.13
FLOSS has developed numerous terms for working with software
and practices of copying and changing. Cloning a piece of software is
copying it either at code level or at a higher level, for instance in
terms of functionality and interface.14 Branching is making a variant
version of an existing body of code within a project, perhaps to create
a prototype or for other purposes. Derivations are improvements or
variations on an existing programme that differ whilst maintaining
existing compatibilities. In this chapter, we are specifically interested
in the way that Git, and by extension Github, has worked with the
question of forking.
Forking is the practice of taking a body of code by making a copy of it
and revising that code. Someone who forks some code may do so in
order to improve it by making variations; to release a variant version
of something modified for a more specific purpose. The term ‘fork’
has a variable genealogy within computing. In the POSIX operating
system, a fork is a process making a copy of itself. A fork bomb is a
work of hacker craftsmanship in which a process is launched to make
a copy of itself.15 As each subsequent process is launched, a further
copy is made. One of the characteristics of a fork bomb is that it
exponentially uses up the resources of memory of the computer.
Forking software, as a technosocial operation, is often regarded as
having a similar consequence: using up the attention and capacity of
all the developers in a community. Unlike a fork bomb, however,
such an operation cannot be ameliorated by a simple reboot. In this
sense, the taboo on it has historically been a powerful one, since
forking drains resources and creates a division in what is called the
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community. For Benjamin Mako Hill, author of a thoughtful text on
forking in FLOSS development, prohibitions on forking operate as
social taboo with large costs.16 An alternative view, offered by artist
and programmer Aymeric Mansoux, is that the inability to
differentiate a project fully on Github, a situation that arises with the
inversion of the forking taboo, leads to other kinds of problems:
‘Forking has become so cheap, merging and collaborating became
tedious and consensus is no longer such a loved value.’17 The
inversion of the taboo − indeed, automating it to the extent that
there is a button on the Github interface reading ‘Fork This Project’ –
may perhaps deserve a psychological reading which describes the
trajectories of communities founded upon a crime (as if they arise
any other way).
Forking is often studied as part of the field of software engineering,
where it is generally analysed as part of the problem of efficiency,
communication and duplication. Research into the quality assurance
of software also typically relates an analysis of forks to the
motivation and career-mapping of developers by marking their
productivity and through various metrics. The economic analysis of
software development projects may also be carried out in these
terms. Quantitatively based empirical research on these systems is
relatively intensive in terms of memory, computation and network,
though involving analytical abstractions as a methodological
imperative, and has historically tended to involve a close engagement
with the problems of network outages and variability in processing
power.18
Generations of Versions
Different version-control systems articulate the problems of forking,
branching and cloning in different ways. Along with these variations,
they generate variant ideas of the habitus of the programmer or
developer, what forms the constitution or the pacing of a project, and
what goes into the activity of software development. In order to trace
this, before returning to the analysis of Github, we want to describe
briefly the different generations of version-control systems and
repositories.
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The first generation of repositories is in many ways epitomized by
CPAN, which is simply an index-based directory of software written
in the Perl language, alongside software for working in Perl, that has
been run since 1995. That it is a directory-based repository implies a
high level of familiarity or willingness to attain expertise and mastery
as the basic condition of programming. Software repositories of the
first generation employ minimal interpretative filters, leading to a
certain charm if not always a ready intelligibility to the uninitiated.
There is a clear distinction between what they store and make
available, the structure that indexes them, and the systems that are
used to produce and work with the software.
The second generation of repos was set in motion by Sourceforge, a
MySQL-based directory of software projects that became a central
resource for FLOSS activity at the end of the twentieth century and
after. This repo grew in the first wave of massification and visibility
of FLOSS as a social and economic movement alongside the growth
of discussion forums such as Slashdot, and is owned by the same
company. Sourceforge ties project documentation and release notes
into a download site but also brings in project rankings, user reviews
of software projects, and user profiles, where users could be viewed
according to the languages they used, the projects they are involved
in and the stream of their activity. Alongside these, it brings in
advertising for tech jobs and other related information. Users also
have straightforward permissions as admin or developer, as well as
team co-ordination tools for concurrency management (in wiki or
source-code management environments). More recently,
Sourceforge has incorporated Git, Mercurial, CVS and Bazaar as a
range of systems that projects may use from its central site. Amongst
these, it also includes cross-platform compatibility, allowing projects
to migrate from one platform to another or to exist across platforms.
As such, Sourceforge now epitomizes both the second generation and
the third generation of repositories. This third generation consists of
decentralized version-control systems such as Git, Mercurial or
Bazaar. They are characterized by their speed of operation; the fine
granularity of analysis of code, of use and of users that they allow;
and their distributed infrastructure.
As software author and developer Joel Spolsky notes, Github tends
to follow the requirements of freelancing FLOSS developers.19 A
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more corporate, in-house version-control system would imply
hierarchical levels of access governed by permissions structures,
code reviews rather than promiscuous copying, and most likely a
clear prohibition on the sharing of code. The data that is captured,
stored and made addressable in certain ways implies a social,
cognitive or processual order that can make use of it.
Amongst others, Philip Mirowski interprets neoliberal economics,
particularly in the work of Friedrich Hayek, as the dream or ruse of a
perfect information machine. There are certainly accounts of
distributed version control systems that have such an inflection, or
make the explicit correlation with idealized markets.20 The wider
question of open data in government may be a parallel here. What is
counted as informative and what is not constitute some of the key
functions of a social order. Bureaucracy arises, in James Beniger's
terms, from the need to control the vast number of variables,
information and contingencies in running an enterprise.21 What we
see in some sense in the present wave of social media is the adoption
of bureaucratic forms in the management of friendship, dating,
music acquisition and so on. These are all more ostensibly trivial
aspects of life than the intercontinental import and export of goods,
the movement of armies, and the mass markets of consumers
implied by continuous production machines such as the conveyor
belt. At the same time, their incorporation into control systems
changes the nature of both in different, non-symmetrical ways.
Events in the API
As a typical social media platform, Github also publishes much data
about what happens on Github.com through its APIs (application
programming interfaces), an interface to provide information about
the database and some of its contents to other software. The data
provided by the API is indeed mainly intended for software
applications and web services built around Github. But the
combination of the Events API end point, the API that supplies a
more or less ‘live’ feed of events on the Github.com platform, and the
archived copies of events stored since 2011 at the GithubArchive22
means that Github can in principle be analysed using what some
currents in social science refer to as ‘live methods’ (research
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approaches based on the dynamics of experimental and collaborative
events across a variety of media platforms).
The tools and devices for research craft are being extended by digital
culture in a hyper-connected world, affording new possibilities to reimagine observation and the generation of alternative forms of
research data. Part of the promise of live methods is the potential for
simultaneity in research and the possibility of re-ordering the
relationship between data gathering, analysis and circulation.23 The
scale of the platform (only millions of participants, not hundreds of
millions) and the existence of archives mean that social researchers
can envisage analysing the whole of Github, not just one month of
data or a selected group.
There are both great potentials and difficulties in doing so. The fact
that we have ready access to the Github event timeline is testimony
to this. But what is most available from that data is a set of eighteen
pre-formed event types.24 These event types subsume much of the
traffic around Github but give us little way of deciding what is an
important event and how to elicit – from the hundreds of millions of
events in the event timeline – which ones matter and which ones do
not. At the same time, we know from ethnographic and other studies
of software that the very detailed and fine-grained tracking of work
and activity that is inherent in Git means that, in principle, repos and
software projects themselves can be analysed in great depth. Patterns
of work, flows of meaning, borrowing and imitation of constructs and
practices, and shifts in interest and importance should be publicly
legible in the repos and, importantly, in the flow of code between
repos. But the possibilities of perceiving these flows and patterns
presuppose capacities to filter and select events in the stream that
neither confirm the unsurprising importance of certain high-profile
software projects (Linux, Mozilla, node.js etc.)25 nor overwhelm us
with the buzz of transient or ephemeral repositories, a discussion of
which we will move to after also noting some of the other overall
features of the system.
‘Post-FLOSS’ Archiving and the Archive as
Engine
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So, broadly speaking, what patterns of archiving are there? Users use
Github in different ways: in a canonical open mode of use, making all
code and forks visible; performing merges and the evaluation of code
offline, invisible to others, but keeping what is published clean; and,
in a related way, publishing changes in private Gits. There are also
multiple hacks of the system, where a repo or a file might be named
or entered on the fly by users that then rename a file locally to work
on and subsequently reload it without reference to any broader
project. Equally, the question of which pull, merge and commit has
priority has to be resolved locally within the work group or
organization around the repo. This means that large aspects of even
the most well-organized repositories remain inscrutable.
Alongside the constraints on access to data via the API such as those
already mentioned, Github works via the encouragement of
contribution. Some of this encouragement is achieved through an
efficient and useful system, via the extensive adoption of user
experience design, contemporary ‘flat design’-style graphic design
and, of course, a cartoon mascot. Equally, the site operates by
numerous types of granularity of access to analytics. There are
numerous ‘social’ features such as letting you view the repos ‘people
you may know’ have starred (starring being a mechanism to ‘like’ or
draw attention to). Project sites include images, videos, comments
and tags. Such features also extend to a greater metricization of
programming culture, allowing users to view the rate at which
something is updated, see the number of users following a project,
peruse network diagrams of branches of code and so on. Here we
have the archive also operating as a matrix of capture and
semiotization devices, driven by the imperatives to rate, share,
participate! As an economic factor, such hyper-auditing devices allow
the site to become a means of finding and hiring programmers; Git
and Github profiles become key to coders' CVs as a means of
displaying the productivity, uptake and significance of the work
produced. In this way, as in others, the archive is a site of
production, an engine for the development of new software that
involutes the sense of the archive as a repository of the unchanging
past. Storage becomes the site of production when the form of
production is variation.
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This is not necessarily an entirely easy condition to navigate, and one
that in turn ties back to the question of the fork. Github tends to
encourage the possibility of multiple versions of the same code being
developed, often in parallel, which sometimes fails to reap the full
benefits of co-ordinated action. For instance, in a blog post, Ruby
developer Seth B contends that in one version of some code he was
wanting to work with, there were seventy versions of the same piece
of code with incoherent information about which branch was in
which state of development, including information as to where, if at
all, a particular bug had been resolved.26
Github, one can thus say, is an environment for making a workflow
rather than something that imposes a workflow of a certain kind.
This implies that a project needs a certain kind of organization or at
least a means of flagging or archiving defunct branches, those with
‘dirty’ code, experimental branches used for fixing and testing certain
approaches, and so on. Discussions of Github online do tend to show
the vexed question of how exactly to organize a repo well. Addressing
this, quite a number of large-scale organizations with repositories
maintain one that is public, where users are able to retrieve the latest
versions of code, and that act more generally as public-facing
websites. These organizations will also maintain a private repository
where the actual development work is done.
Concomitantly, our findings from statistically analysing the Github
archive show that the largest repos come accompanied by
organizations; that is, organizations organize Git. Git and other such
systems propose a set of abstractions of software development from
and in which projects may compose themselves. The speed and
granularity of changes are one of the ‘innovations’ of FLOSS. But
within this is a variation in styles: the imperative to ‘release early,
release often’, promulgated years ago by software polemicist Eric
Raymond, can be compared to the Debian Linux distribution, which
characteristically takes two years for the gestation of each stable
release. Alongside the kinds of software development characteristic
of the classical forms of FLOSS, we also see what can here be termed
as ‘post-FLOSS’ forms of development. Post-FLOSS is characterized
by a general indifference to the discussions of and loyalty to certain
kinds of licences and the sense of ethics (GPL) or business models
(Open Source) that these drew upon. Large amounts of the material
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placed online through Github tend to be without a licence assigned to
it. This is not to say that some people don't use these licences or that
the imaginary of software as culture that they map has no traction.
Rather, they seem to exist alongside an expanded and incoherent
universe of code objects, projects and practices that is somewhat
different from the legendary world of the Unix greybeards, whose
insistence on crafted, knowable code with powerful and rigorously
applied abstractions and a matching ethos and legal apparatus has
been so fundamental to the development of the internet and of free
software. In the majority of cases on Github, code is uploaded to the
repository, perhaps to be treated as public domain, or simply
abandoned. What relationship this has to the wider ethos of the
system and whether it signifies a change in the nature of
programming work – showing it to be more or less precarious,
perhaps, or marking the ‘coming into public’ view of another kind of
coding practice − is unverifiable. Post-FLOSS inhabits conditions in
which code objects, scripts, css files for the layout of a website,
configuration files for customising the look and function of a
program etc. form so much a part of everyday generic stuff that they
are not worth protecting in the way that the adoption of a licence
implies, even when that licence is available on a drop-down menu.
Diff as Infrastructure
Aside from the cluster of large-scale projects with their pattern of
high levels of activity around complex software objects and systems,
much of what is on Github tends to be of a much more diffuse kind,
with high degrees of variation concerning project size, type and code,
including the rapidity and scale of variations. We can say that in just
about every parameter where variation is possible, it can be found.
And here we note the source of Big Diff as this chapter's title. Diff is a
Unix command that shows the differences between files. Git is
similarly based on a file structure that works on the basis of marking
the differences between objects stored in the repository. A diff is
based simply on a character-by-character analysis of a file. Every
change is logged and is retrievable by choosing the right commit.
Needless to say, this has interesting effects on the notion of the
repository as archive. Archives tend to work with exemplars, not
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variations. With Git, as with all forms of computer memory that
always involve making copies of files, objects no longer need to exist
uniquely; indeed, they cannot do so if they are to be used within the
system. The archive in this case comes into being as a process of
structural differentiation rather than as a thing. Overall, Git is a
massive graph structure and each code object, each archived file, is a
set of trajectories across this graph. Based on a file structure that
amasses hashes of symbols and diffs, the archive transitions into a
systematization of the archive as an engine of minutely and
massively assembled processes of addition and variation. Instead of
the archive storing history as a set of exemplary if not necessarily
unique entities, history is involuted in the archive rather than stored
in it. With a system of versions at the core, versions generate
histories and versions become generative. Different kinds of repos,
such as public-facing repositories, working repos and empty repos,
exist in memory and perhaps in use alongside those that are set up as
websites, code deployment platforms, agile infrastructures, and
mechanisms for publishing and working on apps and frameworks for
making them.
This generativity is not simply one of a ceaseless, vitalist overproduction. If we were to phrase it in terms of evolutionary
modelling and to draw the archive as a form of fitness landscape,
what we find is that there are millions of objects stuck in basins of
activity. The phase space of the graph is a constellation of numerous
entities, many of which are lonely asteroids drifting amongst
thousands of archives of abandoned space junk, themselves giants
against the millions of motes of dust that form their background.
Organizing Incoherence
One of the aspects of Github that echoes the problematic nature of
much social media is that within the system it is impossible to have a
‘delete’ event, so once a file is on the system, there it stays. This is
one factor that may lead to an understanding of Github as in many
ways positively incoherent. To put this another way, any initial scan
of the system as a whole will find a power-law distribution for the
size of the projects. (Crudely put, most activity clusters around a
small group of very large projects, with much of the remainder of the
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 99
work being in tens of thousands of smaller projects of sizes
decreasing in inverse proportion to their number.) Much of this is
simply because there are low barriers to entry: a repo is easy to start
but harder to maintain. Just as there are junk repos, uploaded only
once, modified a few times or less, and left to drift, there are others
that continue to gain occasional downloads years after posting. There
is an enormously diverse range of patterns of use. Alongside lots of
very small but somehow long-lived projects, there are people
updating repos to check the differences between pieces of code, bots
making various attempts to push changes, and multiple tools for
managing and analysing Git data, potentially implying a form of
recursive public or a certain kind of narcissistic fiddling that is not
without its pleasures. Notably, many people use Github to circulate
configuration files for text editors such as Vim and for operating
systems such as OSX. Github is used as a platform for sharing
machine configurations on a very large scale, and such files are rarely
worked on as a project. The transverse movements of such files
aren't really captured by the mechanisms of distributed version
control, since they are so ephemeral. Equally, some users may also
use Github as their mode of cloud back-up, with no contributions
sought from others; they simply use additional features such as bug
tracker and wiki as a means of interaction with users of their code.
Here it's worth comparing this system to other code-sharing systems
such as Pastebin, where files are just left alone on the off chance that
they might be used or picked up by bots or onsite scripts scanning
them for certain kinds of data: credit card information, serials,
website layouts, URLs, usernames and passwords, scripts, My Little
Pony porn and so on. With Pastebin, the ‘drive-by commit’ is all
there is; the system is simply used as a generalized open notepad.
Github is a far more variable and multidimensional field of entities
with high degrees of differential use and relation to the idea of a
project and, in turn, to the question of production and sharing.
As an archive, then, Github.com is exemplary in its crystallization of
certain aspects of contemporary software cultures. It is a zone of
massive, concerted activity and simultaneously a ground for the
dumping and drifting of files characteristic of post-FLOSS; a space of
atypical formations disparately linked across directory structures
and smeared unevenly across timestamps and between users; a
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social factory of difference founded upon the violation of a
communitarian norm that it in turn also constitutes; a site of
perpetual audit and production; and an architecture for the freeform, the shapeless and the corporate that is in turn perpetually
being built up for a hoped-for but deferred valuation on the stock
market. As a site for unearthing the finely grained ambivalence of the
contemporary archive, it is indeed something to keep tabs on.
References
Seth B, ‘Github, Your Network Graph Sucks!’, Sublog, 30 August
2001, http://subimage.com/blog/2011/08/30/github-your-networkgraph-sucks/#.VT5XiyHtmko
Les Back and Nirmal Puwar, ‘A Manifesto for Live Methods:
Provocations and Capacities’, Sociological Review, 60 (2012), pp. 6–
17.
James R. Beniger, The Control Revolution: Technical and Economic
Origins of the Information Society, Harvard University Press,
Cambridge, MA, 1986.
Geoff Cox, Speaking Code: Coding as Aesthetic and Political
Expression, MIT Press, Cambridge, MA, 2012.
Nathan Ensmenger, The Computer Boys Take Over: Computers,
Programmers, and the Politics of Technical Expertise, MIT Press,
Cambridge, MA, 2010.
Bo Labouef and Ward Cunningham, The Wiki Way: Quick
Collaboration on the Web, Addison-Wesley, Reading, 2001.
Tara Macpherson, ‘US Operating Systems at Mid-Century: The
Intertwining of Race and Unix’, in Lisa Nakamura and Peter ChowWhite (eds.), Race After the Internet, Routledge, London, 2011.
Benjamin Mako Hill, ‘To Fork Or Not To Fork’, lecture at Linuxtag
2005, Karlsruhe,
http://mako.cc/writing/to_fork_or_not_to_fork.html
Aymeric Mansoux, ‘Fork Workers’, presentation at
Jonctions/Verbindingen festival, 2014, Brussels,
http://vj14.stdin.fr/Fork_Workers.xhtml
Philip Mirowski, Cyborg Dreams: How Economics Became a
Cyborg Science, Cambridge University Press, Cambridge, 2002.
Philip Mirowski and Deiter Plehwe, The Road from Mont Pelerin:
The Making of the Neoliberal Thought Collective, Harvard
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 101
University Press, Cambridge, MA, 2009.
Audris Mockus, ‘Amassing and Indexing a Large Sample of Version
Control Systems: Towards the Census of Public Source Code
History’, in MSR ’09: Proceedings of the 6th IEEE International
Working Conference on Mining Software Repositories, IEEE
Computer Society, Washington, DC, 2009.
Joel Spolsky, ‘Town Car Version Control’, Joel on Software, 11 March
2013, http://www.joelonsoftware.com/items/2013/03/11.html
Linus Torvalds, Git Manual Page,
https://www.kernel.org/pub/software/scm/Git/docs
Simon Yuill, ‘CVS’, in Matthew Fuller (ed.), Software Studies: A
Lexicon, MIT Press, Cambridge, MA, 2008.
Notes
1 Git, online at http://Git-scm.com.
2 Git uses the MIT Licence, http://opensource.org/licenses/MIT.
3 Linus Torvalds, Git Manual Page,
https://www.kernel.org/pub/software/scm/Git/docs.
4 The Linux Kernel is archived at
https://GithubGithubGithubGithub.com/torvalds/linux.
5 One of the aspects of the discussion of archives in the era of
open data and of big data is the way in which the archive as a site
for the exercise and communication of expertise can sometimes be
quite literally dumped – uploaded and then abandoned −
following the idea that unspecified emergent forces will sort out
the questions of legacy, interpretation and preservation that are
characteristic of the archive as an institutional form. In relation to
this aspect of the debate, this chapter, like others in this book,
suggests that archival architectures find quite varied forms and
that the archive as structured information, with attached practices
of expertise, maintains the condition of being a mutable field in
contemporary software development.
6 Nathan Ensmenger, The Computer Boys Take Over: Computers,
Programmers, and the Politics of Technical Expertise, MIT Press,
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 102
Cambridge, MA, 2010.
7 Tara Macpherson, ‘US Operating Systems at Mid-Century: The
Intertwining Of Race and Unix’, in Lisa Nakamura and Peter
Chow-White (eds.), Race After the Internet, Routledge, London,
2011.
8 For instance, in Github.io, which provides the conditions for
software to run directly from Github servers.
9 Alongside the FLOSS-oriented systems, there are tens of
proprietary source-control management systems, and many IDEs
include version-control facilities.
10 Simon Yuill, ‘CVS’, in Matthew Fuller (ed.), Software Studies: A
Lexicon, MIT Press, Cambridge, MA, 2008.
11 Bo Labouef and Ward Cunningham, The Wiki Way: Quick
Collaboration on the Web, Addison-Wesley, Reading, 2001.
12 For instance, the Mozilla Foundation's currently regular
Mozillafest.
13 In turn, there are a number of implementations of Git in several
languages and that also run on various platforms: Gitorious,
Gitlab, Gitprep (a direct clone of Github) etc.
14 The analysis of cloning here is often coded in relation to the
question of intellectual property, predicated on the idea that one
body of code may contain a direct copy of another.
15 See Geoff Cox, Speaking Code: Coding as Aesthetic and Political
Expression, MIT Press, Cambridge, MA, 2012.
16 Benjamin Mako Hill, ‘To Fork Or Not To Fork’, lecture at
Linuxtag 2005, Karlsruhe,
http://mako.cc/writing/to_fork_or_not_to_fork.html.
17 Aymeric Mansoux, ‘Fork Workers’, presentation at
Jonctions/Verbindingen festival, 2014, Brussels,
http://vj14.stdin.fr/Fork_Workers.xhtml.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 103
18 Audris Mockus, ‘Amassing and Indexing a Large Sample of
Version Control Systems: Towards the Census of Public Source
Code History’, in MSR ’09: Proceedings of the 6th IEEE
International Working Conference on Mining Software
Repositories, IEEE Computer Society, Washington, DC, 2009.
19 Joel Spolsky, ‘Town Car Version Control’, Joel on Software, 11
March 2013,
http://www.joelonsoftware.com/items/2013/03/11.html.
20 Philip Mirowski, Cyborg Dreams: How Economics Became a
Cyborg Science, Cambridge University Press, Cambridge, 2002.
See also Mirowski's acerbically perceptive, if partial, comments on
Wikipedia in his postscript to Philip Mirowski and Deiter Plehwe's
The Road from Mont Pelerin: The Making of the Neoliberal
Thought Collective, Harvard University Press, Cambridge, MA,
2009.
21 James R. Beniger, The Control Revolution: Technical and
Economic Origins of the Information Society, Harvard University
Press, Cambridge, MA, 1986.
22 Githubarchive.org. The API is at https://api.github.com/events.
23 Les Back and Nirmal Puwar, ‘A Manifesto for Live Methods:
Provocations and Capacities’, Sociological Review, 60(2012), pp.
6–17.
24 Constraints on access to data via the API also take other forms.
Events support pagination; however, the per-page option is
unsupported. The fixed page size is thirty items. Fetching up to
ten pages is supported, for a total of 300 events.
25 Such projects dwarf most of the others in terms of the amount of
code produced and by the quantity of lines written and the
number of changes over time.
26 Seth B, ‘Github, Your Network Graph Sucks!’, Sublog, 30 August
2001, http://subimage.com/blog/2011/08/30/github-yournetwork-graph-sucks/#.VT5XiyHtmko.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 104
5
The Author Field
Matthew Fuller, Nikita Mazurov and Dan McQuillan
The Bind, Torture, Kill (BTK) case often crops up in the forensic
literature as a shining exemplar of the fruitful police deployment of
author field metadata intelligence.1 The serial killer, alternatively
called the BTK Strangler or the BTK Killer, was known for sending
letters to the media expatiating upon his murders through the 1970s.
Following a period of dormancy, the epistolary indulgence resumed
again in 2004. In one of the later letters, the BTK Strangler asked the
police if it would be possible to trace his letters if he started sending
them on floppy disk. The police, responding via advertisement in a
local newspaper, stated that it wouldn't be possible to trace him if he
communicated in this way. Subsequently, in early 2005 the BTK
Strangler did indeed send a letter to a news channel on a floppy disk.
By imaging the floppy using the EnCase forensics suite, law
enforcement agents were further able to apply EnCase's Deleted Files
filter to scan the floppy image for any latent data still on the disc.
Alongside the intended letter, they found another (thought to be)
deleted Microsoft Word document. While the document, when
opened in Word, did not seem to contain any potentially identifiable
information itself, its surrounding metadata revealed that the
document had been last modified by ‘Dennis’, with the affiliated
organization being ‘Christ Lutheran Church’. A subsequent sweep of
the church's local website revealed that there was one Dennis Rader
listed on the staff page. The metadata discovery led to identification
of Rader, who was in turn linked to a variety of other physical
evidence, and to his eventual arrest and confession.
The triumph of the state's metadata discovery and suspect
identification is perhaps most jubilantly recounted by Shavers:
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Rader would later learn that the metadata in the deleted file was
recovered by law enforcement and traced directly to him by name.
In mere minutes, 31 years of anonymity as a serial murderer
unraveled as BTK was identified as the President of Christ
Lutheran Church. Mere minutes. Mere metadata. A 31-year-old
case broke wide open in minutes because of metadata.2
Naming Names
This chapter takes a small set of related data fields as its focus of
interest: the author field and user ID, along with related material
such as document instance IDs and other forms of metadata arrayed
around author identification.
What is the author field? Users of word processing software such as
Microsoft Word or its analogues such as Libre Office will know of it
as the name that they enter in to a dialogue box when first installing
and using the software. It is the name that is associated with the
comments or track changes functions when modifying or sharing a
document. The user ID may be acquired when starting up a
computer for the first time, as with most mainstream operating
systems. Equally, it can be assigned when setting up an account in
large-scale multi-user systems, here it is the log-in name, the string
of characters associated with everything carried out through a
specific account.
The author field and user ID are curious entities in that despite their
ostensive simplicity, their function is highly variable across different
applications and software systems, and even within the lifespan of
very widely used software the author field may come to the fore or
recede, with different versions of an application introducing or
phasing out the idea of the singular named user. In this chapter, we
aim to track some of those variations and to draw out the way in
which they not only establish an imagined ontology of use for
software, but also establish and frame the user within a matrix of
operations by which power is articulated in computational systems.
Some of the features that are put into place by such systems are time,
allocation of responsibility and records of action. Such things link the
author field and the person or persons that answer to it into a wider
framing of the possibilities of action and states of being, implicit and
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explicit variables in life set up as an array of possibles to be filled
out.3
A Genealogy of the Author Field in Word
Processor File Formats
A perusal of the manual for Electric Pencil,4 the first personal
computer word processor application, released in 1976, reveals no
mention of any sort of identifying author field. Likewise, the
comprehensive 450-page manual for Wordstar,5 one of the most
popular early word processors, released in 1979, noticeably contains
no mention of an author function or user ID either. Notably, these
earliest document formats were effectively plain text ASCII files,
containing very few, if any, word processing codes – document
mark-up syntax such as underlined text, superscript and subscript,
footer/header-specified text and so on. The next decade saw the
introduction of binary document formats which could contain data
that was no longer readable as plain text and that could,
significantly, be likewise erased should the binary document ever be
converted to plain text. Indeed, an owner's manual for the Tandy
WP-2 Portable Wordprocessor, whilst ultimately providing
instructions for ASCII conversion for compatibility's sake,
nonetheless prefaces the how-to by explicating the irreversibility of
the act: ‘If you convert a document to ASCII, the WP-2 removes these
codes and all page setup parameters and does not restore them when
you convert the file back into a non-ASCII format.’6 This trend
towards binary complexity went hand in hand with infusing word
processor documents with metadata, albeit with the caveat that once
the trend in file formats then shifted to open standards, the metadata
was now there to stay, becoming entrenched in the discourse
mechanics of word processing document formats.
Technical specifications for the Microsoft Word 5.0 binary file
format reveal that by 1989 at the latest, Word DOC files were
including author field metadata.7 The field in question, labelled
‘szAuthor’, described curtly as simply the ‘document's author’, could
contain a maximum of forty characters. Converting the binary Word
DOC file into an ASCII TXT file, much like the conversion of the
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aforementioned Tandy WP-2 files, would result in an erasure of the
underlying metadata, and thus a deletion of the author field and any
information it may have contained.
However, what of the fate of the metadata when a binary format
using proprietary syntax was converted to another binary format?
O’Reilly's Internet Forensics guide contains the following suggestion
under the heading ‘The Right Way to Distribute Documents’:
Most of these Word document problems could have been
prevented if the authors had converted the files to PDF before
distributing them. All of the Word-specific revision logs,
comments, and edits would have been stripped out as part of that
process. PDF files do have hidden information of their own but it
is typically limited to identifying the software used to create the
file, unless the author has explicitly added comments and the like
using Adobe Acrobat.8
While it is technically true that the author field metadata contained
in DOC files is not carried over upon conversion to PDF format, the
claim that the metadata of PDF files is typically limited to exclude
the author field is demonstrably false. When a DOC is printed to
PDF, using Adobe's default PDF printer engine, the author field in
the DOC does indeed get erased, but in its place Adobe's default
behaviour is to insert the username into its own author field. That is
to say that if one is logged into a particular computer on which one is
doing the said file conversion with the username John Smith, the
PDF properties will now contain John Smith in the author field
metadata, in place of whatever information the original DOC
possessed.9 Thus the aforementioned advice is ineffectual for the
removal of author field metadata, merely substituting one author
field for another, and highlighting the resiliency of the author field
function across various document formats and their accompanying
metadata.
The 2000s saw the introduction of what we may term the third
evolutionary stage of word processing document formats: binary file
formats which nonetheless employed open file format specifications.
In 2005, the Open Document Format (ODF) standard was
introduced by the Organization for the Advancement of Structured
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Information Standards, itself having been based on Sun
Microsystem's earlier OpenOffice.org XML format, used in, for
instance, OpenDocument Text (ODT) files, which constitute the
native output of OpenOffice's Writer application. A year later,
Microsoft developed the Office Open XML format, used throughout
its Office suite, effectively replacing DOC's binary format with the
XML-based DOCX file format. Inverting the notion of the
skeuomorph, a product element which is no longer functional but a
stylistic or metaphorical reference to prior forms (for instance, grilles
on electric cars, which have no technical need for them as there is no
internal combustion engine to ventilate), Liu describes early forms of
XML-like databases as a kind of prophetic relic or reverse
skeuomorph. In their own time, they were proposed as instrumental
to the progress of industrialism. But seen from our perspective, they
are epistemological rather than instrumental stitches between past
and present. They are an index or placeholder (rather than cause or
antecedent) of the future.10
In other words, early forms of document author field metadata
existing during the secondary stage of word processing format
development were future-symptoms of the coming emphasis on
metadata, as manifested today through increased mining efforts
aided by format inter-operability and the aforementioned tenacious
resiliency to deletion. As ODT and DOCX files now both use the
Dublin Core Metadata Initiative (DCMI)11 syntax set for encoding
author field and other metadata, converting a Word DOCX file to an
OpenOffice ODT file preserves the pervasive ‘dc:creator’ tag which
carries with it the document author. Notable transmigrations
nonetheless occur between the conversions. Consider author
metadata represented thus in a DOCX file:
<dc:creator>Alice</dc:creator>
<cp:lastModifiedBy>Bob</cp:lastModifiedBy>
It now becomes modified to the following in the post-conversion
ODT file:
<meta:initial-creator>Alice</meta:initial-creator>
<dc:creator>Bob</dc:creator>
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The ultimate point is that the author field, whilst moving to alternate
fields, nonetheless survives, somewhere, in the depths of the file. For
instance, in order to locate the author field metadata in a DOCX
document, one must first decompress the .DOCX file, then proceed
to the /docProps/ subdirectory, and finally find the core.xml file.
PDF files, in turn, whilst also supporting DCMI standards, include
too their own XML-based Extensible Metadata Platform (XMP)12
standard for encoding the author field, as will be discussed further
later in the chapter.
We have thus seen how the development of word processing
document formats and their accompanying metadata can be grouped
into three stages: the first constituting plain text ASCII formats,
which lacked author metadata altogether; the second constituting the
introduction of binary formats, which also saw the accompanying
introduction of word processor metadata, which could be excised by
reverting to older ASCII formats; and finally the third stage being
one of binary formats which employed inter-operable, open
metadata standards that allowed for the easy porting of metadata
from one document file format to the other. Throughout the said
development we have observed the meticulousness with which
metadata is preserved, rendering it resilient to erasure via
conversion, at least between convoluted binary document formats.
Despite ostensibly open schemas and standards, the author field
could nonetheless thus be said to thrive on obfuscation introduced
via a burgeoning, structured document file complexity.
Into Identity
In order to carry out an enquiry into the author field we work with
material from the literature in criminal forensics.13 In terms of
documents this work is largely set out in manuals, how-to's and
tutorials. Alongside the literature there is a related set of trade
shows, conferences and conventions which function as means of
consolidating the field. These operate across the commercial, state
and academic sectors, with much of the literature exhibiting the
functions of marketing as well as technical instruction. There is a
sense of an emerging field broadcasting its importance to itself at the
same time as it establishes professional norms and techniques. The
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particular difficulty of establishing criteria for specialist expertise is
ramified by the numerous ways in which people acquire expertise in
a field that is undergoing rapid development. Throughout its history,
computing has often brought in ‘outsiders’ to fields that are yet to be
fully stabilized with standard forms of knowledge and
accreditation.14 Computer security has often been a zone in which
exploratory hackers and law enforcement agents at least come into
some form of interface. Equally, however, such emerging fields are
often filled with actors of a less easily registerable kind: chancers,
start-ups, consultants, promulgators of new techniques with the
heady but uncertain odour of snake-oil. Indeed, an early book on the
then emerging field of computer crime goes so far as to suggest that
those with known criminal pasts make ideal programmers and data
entry operatives since they are, to a greater degree than ordinary
citizens, already a known quantity.15
Coupled with this set of factors is the condition that identity in
computational systems is regularly the subject of scandal and the
mechanics of exposure. Doxing, revenge porn and identity theft are
the more grassroots manifestations of such conflicts. The large-scale
monitoring of populations by the USA's National Security Agency
and the United Kingdom's General Communications Headquarters,
under programmes such as PRISM and Tempora, are those which
come from the state; and entrepreneurial operations on user identity
are carried out by numerous companies, the most notable of which
are Google and Facebook. For all of these operations, the identity of
the user is an ‘attack vector’, a means of getting at a legally
constituted human subject with a bank account, spending habits,
associates, habitual and extraordinary locations and other associated
quantities and predicates. Equally, techniques for using author
information move across sectors: sexual shaming becomes a means
both in intelligence operations, as in the attempted blackmailing of
Islamist militants whose internet accounts were used to access
pornography,16 and in sexual bullying through the publication of
intimate photographs and identification data online. The author
field, the user ID, conflates the manifestations of a self previously
zoned as public and private.
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In other words, the author field is an exemplary contemporary entity
operated upon by state actors, private sector operatives working
across commercial and state sectors, and operatives working across
the boundaries of legality and illegality, and articulating data across
both communication and conflict. Characteristically, access to the
user ID and password of voicemail accounts formed the basis for the
‘phone-hacking’ scandals that took place in the British media in
recent years. Here, policing, the activities of ‘bent coppers’ and
newspaper editors, proprietors and journalists, as well as a
penumbra of ‘private investigators’ and other informants on the lives
of celebrities and crime victims, formed a constellation that is highly
diagnostic of contemporary formations of power.17
Given its multivalence, the user or the proper name given in the
author field also operates as a means of operating on the reputation
economy and for achieving recognition and gratification. In terms of
the developmental curve of debates around digital culture, the author
field can be temporalized as being characterized by invention, by
multiple names, by assumed and invented identity in the theoretical
and cultural extrapolations of the internet of the 1990s and early
twenty-first century, and by an insistence on ‘true names’ in the
present day as far as the operations of conglomerate platforms are
able to determine things. It is the function of the name as a token
with a vacillatory relation to identity that establishes it as of interest
to so many parties.
The Author Field and Doubt in Criminal Forensics
Metadata is presented as a viable vector of intelligence gathering,
ideally leading to successful target acquisition via positive
identification and subsequent tracing. Metadata is hence here read
as a proverbial silver bullet, intricately dug out, via the deployment
of forensic software suites, from the entrails of a particular digital
file, to be used in turn both to identify and to neutralize the
purported originator. Within the realm of investigative data
forensics, then, the author becomes quite literally coded as an entity
of interest to law and order, with law enforcement thus meaning
author identification and neutralization. The process of excavating
the metadata author field is here presented as a means to
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apprehension. The forensic author function thus is not merely
disciplinary, seeking to effectuate a feeling of ownership over any bit
of produced data, but contains a latent punitive function.
The punitive function of the author field is seemingly predicated on
an underlying certainty as to the veracity of the data next to the
indicated field. Thus, forensic training manuals matter-of-factly state
that metadata ‘describes various characteristics of data, including
when and by whom it was created, accessed, or modified’.18 But what
of the possibility that metadata itself may be created, accessed or
modified, thus stripping away the legally comforting blanket of
certainty so well worn in legal proceedings? Indeed, quite a number
of forensic handbooks are generally quite sure to add a rejoinder to
any of their exultations regarding the efficacy of any extracted
metadata. Thus, alongside the boiler-plate legal meta-disclaimer
typically found at the outset of forensic handbooks (for instance,
‘Cengage Learning and EC-Council shall not be liable for any special,
consequential, or exemplary damages resulting, in whole or part,
from the readers’ use of, or reliance upon, this material’19), there is
also a general tempering admonition of any previous description of
metadata extraction. ‘A downside of metadata is that it is relatively
easy to modify’;20 ‘A word of caution: As with embedded strings, file
metadata can be modified by an attacker’;21 ‘Forensic examiners
should be aware that metadata associated with Microsoft Office
documents can be altered using freely available tools’;22 ‘these
headers could be easily removed or counterfeited by a forger using
ubiquitous editing tools. And such header alterations are believed to
be difficult to recognize and trace.’23 The punitive function of the
author field is thus here unbound by an uncertainty born of the
potential of metadata malleability. The hapless author field persists,
but is submerged and, since it can no longer be taken as absolute,
undergoes the ignominy of being relativized.
The literature on criminal data forensics is concerned with a technics
of certainty. In this regard we may be reminded of a quick exchange
Pina Bausch places in the script for the dance theatre performance
1980.
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Q: What frightens you?
A: Certain people.24
Certain people are indeed frightening, but perhaps they are only side
effects of the particular characteristics of the mechanisms for
achieving certainty, and the means by which they are extrapolated.
In the interplay of the duality set up in Bausch's phrase, the author is
another mode of certain person: a dividual. The process for the
identification of this kind of entity produces a token, a string of
characters that stands in for certainty. And for criminal forensics,
here is the problem: this token of certainty becomes a fulcrum on
which doubt can be turned. Each aspect of the dividual can only ever
be part of an infinitely extensible set; extensible, that is, until
culpability or authorship is allocated. As such, the author field
remains in the various metadata layers within the strata of the digital
text, to be excavated and lavished with attention by forensic
investigation. But alongside its part in rendering certainty possible,
its fate may only be to be problematized and rendered inadmissible,
subsiding once more into that familiar computational form, a tar-pit
of inconclusion.25 Metadata features may contribute to a decisive act
of identification, of certainty about a certain person, equipment,
payment, process or piece of data, but they may also hang around
and stagnate rather than inexorably flow in the liquid way that
information is supposed to. The author field may be just one more
thing in a quagmire of document bloatware, of fragmentary patches
of data, amidst a myriad of DOCs, PDFs, JPEGs and other metadataladen debris. There is an art to extracting effective morsels of data
from such a condition.
User ID
The user ID names a rendezvous for any number of attributes. A
recent leak of Apple user IDs is instructive in this regard.26 The leak,
coming through an app development company, shows how the
individual user always stands in the place of their universal
figuration. However, this is not a cosmic universal, but one that only
needs to be simply effective. In this case the range of all potential
users is given numerically. Further variation can be elicited from a
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leak of data from the Snapchat app.27 A, now defunct website,
SnapchatDB.info, run by unknown parties, posted a data dump of
4.6 million Snapchat usernames, alongside corresponding phone
numbers and approximate locations. Though the phone numbers in
the leak were partially obfuscated, with the last two digits being
redacted, the first three digits nonetheless reveal the North American
area code (formally known as the Numbering Plan Area (NPA)),
whilst the subsequent three reveal the Central Office Code (COC).
This data could hence potentially be used to link the username to a
city-specific geographic location beyond the general-area locations in
the leak itself.28 Thus here too we see the risks of numerical pairings
of usernames with, in this case, (even partially obfuscated) phone
numbers.
In order to give a sense of the operations available with such
relatively trivial kinds of data, we give a couple of examples here.
Attention to the specific qualities of the data as material is brought to
the fore in this account, perhaps precisely because its relative
dullness allows it to pass beneath the surface of ready perception.
Such grey media are the characteristic forms of the present day. Case
1 looks at the author field in Adobe PDF. Case 2 examines JPEG
metadata.
Case 1: Author
Portable Document Format (PDF) files use Adobe's own Extensible
Metadata Platform (XMP) format to embed various bits of metadata
in the file.29 A variety of information encompasses the resultant
metadata output, as delineated in the XMP Specifications, including
the title, author, subject, keywords, creation date, modification date,
application (used to create the PDF), document and instance IDs,
and so on.30 Of specific interest to the case study will be the author
and document ID/instance ID fields.
PDF files generally have an author field, identifying the creator of the
document. The author field can be inputted manually, or may be
pulled automatically by the PDF print engine software used to
generate the PDF.
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To give a test case: if Alice is using a copy of Microsoft Word which,
upon installation, she registered to ‘Alice’, and saves a Word
Document (metadata.doc) to a PDF file (metadata.pdf0), the PDF file
will automatically have ‘Alice’ input to the relevant author fields of
the resultant PDF's metadata. Specifically, the author field will be
present twice in the resultant PDF's metadata (thus also highlighting
metadata's potential for resilience via redundancy):
/Author(Alice)
<rdf:li>Alice</rdf:li>
Suppose that Alice then sends the resultant PDF (metadata.pdf0) to
Bob, and tells Bob that she does not want to be identified as the
author of the PDF. Bob opens said PDF in Adobe Acrobat and
accesses the Document Properties menu, from where he can redact
the existent author field entry. From the Document Properties menu,
Bob deletes Alice from the author field, thus leaving the field blank.
Bob then saves the PDF (metadata.pdf1), thinking that he
successfully changed the author field.
To complicate and obfuscate matters further, Chuck learns of the
PDF and thinks that instead of merely leaving the author field blank,
Dave should be identified as the author so that he would bear any
repercussions for the document, which would further protect Alice.
Chuck thus opens metadata.pdf1 and repeats the same authorchanging process as Bob, albeit now changing the author field to
‘Dave’, and saves the PDF once again (metadata.pdf2).
Bob then finally places the PDF (metadata.pdf2) online for
anonymous distribution. Eve downloads the file (metadata.pdf2)
and, incensed at its contents, seeks to find out who authored the
document. Eve opens the Document Properties and sees that the
author was Dave. She then sends Dave a sternly worded email.
Dave, understandably perplexed, downloads the same PDF
(metadata.pdf2) and similarly opens the Document Properties;
albeit, being a bit more tech-savvy than Eve, Dave then opens the
PDF not in Adobe Acrobat, but in a hex editor application. Dave then
performs a search for the ‘/Author’ and ‘<rdf:li>’ fields.
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Inside metadata.pdf2 (which, one will recall, went through the
following creation-chain of author-field manipulation: Alice
[metadata.pdf0] → (null) [metadata.pdf1]) → Dave [metadata.pdf2]),
Dave finds the following:
/Author(Alice)
/Author(Dave)
<rdf:li>Alice</rdf:li>
<rdf:li>Dave</rdf:li>
Dave forwards his findings to Eve, who then directs her ire towards
the original author of the PDF, Alice.
Thus, the apparently manipulated metada.pdf2 had the original
author field (which Alice, Bob and Chuck had presumed absent since
metadata.pdf0) clearly preserved in the latent metadata of the PDF.
Document ID/instance ID
To give another PDF-based example, suppose there is an eBook
publisher, Terso, that generates individually serialized PDF eBooks
upon each customer purchase. Thus, if Alice and Bob both bought
the same eBook (alicesebook.pdf0 and bobsebook.pdf0, respectively),
it would nonetheless be possible for Terso to identify whether it was
Alice's or Bob's copy that was illegally distributed, on the basis of the
unique serial number that could, say, be printed in the gutter of
every page of the PDF.
Suppose that Bob is foiled by this initial mode of serialization, and
thus does not share his PDF. Alice, however, being more tech-savvy
than Bob, goes through her PDF and deletes the serial number found
throughout the page gutters. Having thus removed the publisherplaced serial number watermark, Alice saves the file (making it
alicesebook.pdf1, though she may have renamed it to
anonymousebook.pdf). Being weary of author-based identification,
Alice further opens alicesebook.pdf1 in a hex editor and manually
deletes any author information, thus foiling any potential latent
author metadata analysis.
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Feeling confident that the document can now not be traced back to
her, Alice then places her copy of the eBook online. In a week, Alice
receives a terse email from Terso's lawyers, informing her of legal
proceedings against her for copyright infringement. How was Terso
able to identify that anonymousebook.pdf was linked to
alicesebook.pdf0, and thus was purchased by Alice?
The XMP Specification contains a specific subset entitled the XMP
Media Management namespace, which ‘contains properties that
provide information regarding the identification, composition, and
history of a resource’.31 Of particular interest within this namespace
are the document ID (‘The common identifier for all versions and
renditions of a resource’) and instance ID (‘An identifier for a specific
incarnation of a resource, updated each time a file is saved’32) fields.
Thus, the document ID value remains static for all modified versions
of a document, while the instance ID changes with each iteration (or
save) of the document.
alicesebook.pdf0 has the following metadata:
<xapMM:DocumentID>uuid:69bb8086-728d-4565-842ec84a3c754979</xapMM:DocumentID>
<xapMM:InstanceID>uuid:343902f9-808c-489f-af535cc921e774d8</xapMM:InstanceID>
anonymousebook.pdf (which is in fact alicesebook.pdf1) has the
following metadata:
<xapMM:DocumentID>uuid:69bb8086-728d-4565-842ec84a3c754979</xapMM:DocumentID>
<xapMM:InstanceID>uuid:343902f9-808c-489f-af535cc921e774d8</xapMM:InstanceID>
<xapMM:InstanceID>uuid:11b3828a-bab0-4907-abddc8c3635900bd</xapMM:InstanceID>
Thus despite the new instance ID of anonymousebook.pdf, the
original, unifying document ID of alicesebook.pdf0 is retained as well
(as is the initial instance ID, and indeed all subsequent ones).
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One could at this point ask whether bobsebook.pdf wouldn't also
match the document ID. The reason it wouldn't is that Terso's PDF
generator engine generates a brand new PDF each time from the
source files, as opposed to modifying an existent PDF on each
purchase merely to append a new serial number. Thus
bobsebook.pdf0 and alicesebook.pdf0 would have two distinct
document IDs.
An aside on the generation of the document/instance IDs
The document ID and instance ID values are known as universally
unique identifiers (UUIDs), alternatively called globally unique
identifiers (GUIDs). The XMP Specification does not stipulate a
distinct method for their generation: ‘This document does not
require any particular methodology for creating a GUID, nor does it
require any specific means of formatting the GUID as a simple XMP
value.’33 Instead, the specifications refer to IETF RFC 4122 (‘A
Universally Unique IDentifier (UUID) URN Namespace’)34 for
recommended UUID generation guidelines. The XMP Specification,
however, recommends against using the source machine's media
access control address (MAC address) as a base for UUID generation
because of ‘privacy concerns’.35 Though as there are no explicit
guidelines within the specification, there is no underlying guarantee
that various PDF generator engines will not in fact use, in part, the
MAC address to generate the UUID, which will in turn become the
document ID. Thus the document ID metadata may also be used by
adversaries later to identify positively which source machine created
a specific PDF by analysing the algorithm used by the specific PDF
engine to generate document ID UUIDs, thus elucidating yet another
potential surveillance vector afforded by the utilization of metadata.
Case 2: JPEG Metadata
PDFs are far from being the only file type to include metadata. JPEG
(or JPG) photographs taken with digital cameras usually have
extensive metadata embedded using the exchangeable image file
format (Exif) standard.36 Aside from a variety of camera
specifications (such as shutter speed, exposure time, focal length and
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so on), Exif data can also include the make (brand), model and serial
number of the source camera; the date, time and time zone in which
the photo was taken; the name of the camera owner; and the Global
Positioning System (GPS) co-ordinates at which the photo was taken.
Exif data is not restricted to text-based data, and can include, for
instance, an embedded thumbnail image of the original, unmodified
photo. Mobile phones, such as some versions of the iPhone,
automatically embed GPS co-ordinates unless the option is
specifically disabled;37 while popular photo editing software, such as
some versions of Adobe Photoshop, automatically preserve the
embedded original thumbnail of an image.
To take a test case, say a citizen journalist takes an accompanying
photo of a source for an article whose location is confidential. The
photo contains a street sign intersection and perhaps a house
number in the background, which the journalist crops out to protect
the source's location. Upon reading the article, those with an interest
in identifying the source's location at the time of the article interview
can extract the latent metadata from the published photo (using any
number of freely available tools, such as ExifTool38 or Exif
Viewer39). They can thus identify the location from the embedded
GPS co-ordinates as well as by identifying the street signs in the
original, uncropped thumbnail image.
To take another test case, say a whistleblower anonymously
publishes photos she took of a document classified as Top Secret.40
Upon analysing the metadata, law enforcement officials, who have
expressed an explicit interest in analysing Exif data,41 do not find
any GPS co-ordinates that would identify where the photo was taken,
and thus the potential location of the whistleblower. However, they
do find the following entries:
Model: Canon EOS 600D
BodySerialNumber: 309025041034
Upon contacting the identified manufacturer, they can at the bare
minimum isolate the location from which the camera was originally
purchased, possibly cross-referencing it to CCTV or bank card data,
and if the owner ever registered the camera upon purchase, they may
indeed be able to find the owner's identity as well.
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Metadetail
We go into a relatively extended amount of detail here because, aside
from showing the kinds of material, strings of symbols, and different
kinds of editors and authoring systems that are involved in such
cases, there is a nod towards the kind of fastidious, painstaking work
that Foucault characterized as being required for work on the
archive.42 In these cases, though, the patient work of crossreferencing and detail checking is obligatory, because in the case of
computational systems, any making of such an enquiry is to some
extent inside the archive, a system of cross-referencing and
interlocking agency of high degrees of granularity and multiple levels
of redundancy, engineering processes of identification. Such
metadata operates through an iterative mode of persistence,
exploiting the resultant paradox of ephemeral, but numerically
ordered variation (of instance IDs, of the imagined universality of a
device ID) on the one hand and stable, steadfast identification (of
what can in fact be the same sorts of data) on the other to foster
tendencies towards an overarching, tenacious and unrelenting
surveillance framework.
Equally, however, such cases evince the banality of metadata. To
work on and within it requires a high degree of tacit knowledge, and
the requirement always to attend to further developments,
subsidiary forms of identification, requiring an expertise born only
out of familiarity with procedures, kinds of data and the forms by
which they are interrogated or called into being.43 At the same time,
the methods for ensuring identity are those that enable it to be
erased, misattributed; that is to say, to be meticulously wrong. The
variant forms of knowledge of those who work on and through
identity may also not arrange themselves around the same
enthusiasms, that for the state for instance; or for an inverse
knowledge of the mechanisms of control. As a rough guide, it is
better to avoid making oneself susceptible to the tender
ministrations of a philologically inclined robot.
Lingering Certainty
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User identification is often discussed in relation to the question of
surveillance and the problematics associated with the construction of
privacy. Identity, indeed, is a complex phenomenon in culture, one
that in many ways undergoes a perpetual surfeit of technical
specification. In the systems that we have discussed, identity is a
function of the system that arranges it and whose signature is coeval
with it. The author field is often complemented and qualified by
numerous related fields. As we can see from the example of the PDF,
the author field itself is somewhat recessive, almost superfluous
compared to other forms of machine, document, location and user
identification. We may suppose that in the kinds of document
formats discussed, the author field may remain as a form of ritual
acquiescence to being logged, or as a pleasurable interlude for the
user who marks their imprimatur on an application's opening splash
screen and whose word processing of learning, reticence and
politesse may in turn be marked by discrete tags in comments and
track changes.
In such a condition, as with other metadata, there is an increase of
automation in writing. Not only does the computer have the agency
of assigning the author, but alongside establishing the growth in the
number of fields to be completed, a fully machine-generated
condition of textuality, of data inscription, of the recording of the
conditions registerable to the machine, becomes more palpable. If we
are to calculate on the basis of sheer quantity, it is certain that
machines now write more sequences of alphanumeric characters
than have ever been directly authored by the human species. The
author field is in a certain sense their valediction.
To put this another way, just as the signature is the guarantee of the
document, part of the identification matrix, the author field can be
read as a continuation of the historical series sign–seal–signature;44
but it may also figure as an allocation of a certain computational role
to a memory register that is nominally located outside of the
machine – in the person of the author, where the person stands in
for the author function. In this series, though, the author field rather
lags behind other, later forms. The author field is not exactly
superseded, but deprecated and supplemented, by other terms, such
as log-in name, username and account name, as they are found in
online systems and cloud ‘services’. Here, the user ID complements
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the author field to the point of the latter receding as a rather vestigial
form. One result of this is that whilst systems such as user ID
develop to sustain and provide infrastructure for a univocal meaning,
they are also populated with traces that ramify ambiguity. The
author function is, if nowhere near dead, a bit foxed, vestigial,
requiring of supplementary factors in the operations of certainty. The
matrices of identification require the collaboration of other
operators.
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Notes
1 E.g., Barry A. J. Fisher, William J. Tilstone and Catherine
Woytowicz, Introduction to Criminalistics: The Foundation of
Forensic Science, Elsevier, London, 2009, p. 295; John E.
Douglas, Ann W. Burgess, Allen G. Burgess and Robert K. Ressler,
Crime Classification Manual: A Standard System for
Investigating and Classifying Violent Crime, 3rd edn, Wiley,
Hoboken, 2013, p. 88; John E. Douglas and Mark Olshaker,
‘Perpetrators’, in Jonathan S. Olshaker, M. Christine Jackson and
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 126
William S. Smock (eds.), Forensic Emergency Medicine, 2nd edn,
Lippincott Williams & Wilkins, Philadelphia, 2007, p. 3; Bill
Nelson, Amelia Phillips and Christopher Steuart, Guide to
Computer Forensics and Investigations, 4th edn, Course
Technology and Cengage Learning, Boston, 2010, p. 154; Brett
Shavers, Placing the Suspect Behind the Keyboard: Using Digital
Forensics and Investigative Techniques to Identify Cybercrime
Suspects, Syngress and Elsevier, Waltham, 2013, p. 235; Lokendra
Kumar Tiwari, Shefalika Ghosh Samaddar and Chandra Kant
Dwivedi, ‘E-Mail Forensics for Real Life Application in Evidence
Building’, International Journal of Advanced Research in
Computer Science, 2:3, p. 288.
2 Shavers, Placing the Suspect, p. 235.
3 For a discussion of this problematic in relation to the ‘human
sciences’ see François Laruelle, ‘A Rigorous Science of Man’, in
Laruelle, From Decision to Heresy: Experiments in NonStandard Thought, Urbanomic, Falmouth, 2012.
4 Michael Shrayer, The Electric Pencil Word Processor:
Operator's Manual, 1977,
https://www.sol20.org/manuals/pencil.pdf.
5 MicroPro International Corporation, Wordstar CP/M Edition:
Release 4, MicroPro International Corporation, San Rafael, 1979,
https://archive.org/details/Wordstar_Rel_4_for_CPM_1979_Mi
cropro_International.
6 Tandy Corporation, WP-2 Portable Wordprocessor Owner's
Manual, Tandy Corporation, 1989,
https://archive.org/details/WP2_Portable_Word_Processor_Owners_Manual_1987_Tandy, p.
66.
7 davidb, Microsoft Word 5.0 (PC) Binary File Format (Revision:
0.1), 1989, http://msxnet.org/word2rtf/formats/dosword5.
8 Robert Jones, Internet Forensics: Using Digital Evidence to
Solve Computer Crime, O’Reilly Media, Sebastopol, CA, 2006, p.
148.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 127
9 The propagation of the username into PDF author field
metadata can be disabled by going into the Adobe Acrobat PDF
printer properties, proceeding to the Adobe PDF Settings submenu and unchecking ‘Add document information’; but the
insertion of the username into the author field is nonetheless
default behaviour for Adobe's PDF printer.
10 Alan Liu, ‘Transcendental Data: Toward a Cultural History and
Aesthetics of the New Encoded Discourse’, Critical Inquiry, 31:1
(2004), pp. 49–84 at p. 72.
11 Dublin Core Metadata Initiative, ‘DCMI Specifications’,
http://dublincore.org/specifications.
12 Adobe, Adobe XMP Developer Center,
https://www.adobe.com/devnet/xmp.html.
13 In choosing to work with a forensic approach we are prompted
by Matthew Kirschenbaum's work on the literary history of word
processing. See his Track Changes,
http://trackchangesbook.tumblr.com/mgk.html.
14 Nathan Ensmenger, The Computer Boys Take Over:
Computers, Programmers, and the Politics of Technical
Expertise, MIT Press, Cambridge, MA, 2010.
15 Donn B. Parker, Crime by Computer: Startling New Kinds of
Million-Dollar Fraud, Theft, Larceny and Embezzlement, Charles
Scribner's Sons, New York, 1976.
16 Ewen MacAskill, ‘NSA “Collected Details of Online Sexual
Activity” of Islamist Radicals’, Guardian, 27 November 2013.
17 See Des Freedman, ‘The Puzzle of Media Power: Notes Toward a
Materialist Approach’, International Journal of Communication,
8 (2014), pp. 319–34.
18 EC-Council, Computer Forensics: Investigating Hard Disks,
File and Operating Systems, Course Technology and Cengage
Learning, Clifton Park, 2010.
19 EC-Council, Computer Forensics, p. ii.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 128
20 Matthias Kirchner, ‘Notes on Digital Image Forensics and
Counter-Forensics’, in Kirchner, Forensic Analysis of Resampled
Digital Signals, PhD thesis, Technische Universität Dresden,
2011,
http://ws.binghamton.edu/kirchner/papers/image_forensics_an
d_counter_forensics.pdf.
21 Cameron H. Malin, Eoghan Casey and James M. Aquilina,
Malware Forensics Field Guide for Windows Systems, Syngress
and Elsevier, Waltham, 2012, p. 378.
22 Ryan D. Pittman and Dave Shaver, ‘Windows Forensic Analysis’,
in Eoghan Casey (ed.), Handbook of Digital Forensics and
Investigation, Elsevier, London, 2010, p. 235.
23 Alex C. Kot and Hong Cao, ‘Image and Video Source Class
Identification’ in Husrev Taha Sencar and Nasir Memon (eds.),
Digital Image Forensics: There is More to a Picture than Meets
the Eye, Springer, New York, 2013, p. 158.
24 Pina Bausch, 1980: A Piece by Pina Bausch, performed at
Sadler's Wells, London, 2014.
25 Frederick P. Brooks, Jr, The Mythical Man-Month: Essays on
Software Engineering, Addison-Wesley, Reading, 1995.
26 The file obtained by the AntiSec hacker group contained
‘1,000,001 Apple Devices UDIDs linking to their users and their
APNS tokens. the original file contained around 12,000,000
devices. we decided a million would be enough to release. we
trimmed out other personal data as, full names, cell numbers,
addresses, zipcodes, etc.’ Antisec, SPECIAL #FFF EDITION –
ANONYMOUS, http://pastebin.com/nfVT7b0Z. In original TXT
format (130 MB):
http://www.lasivian.com/files/permlinks/iphonelist.txt; in sizeoptimized PDF (5.2 MB):
http://ds4.ds.static.rtbf.be/article/pdf/iphonelist1346775724.pdf. Of further interest: Aldo Cortesi, ‘DeAnonymizing Apple UDIDs with OpenFeint’, 2011,
http://corte.si/posts/security/openfeint-udiddeanonymization/index.html;’ Darrell Etherington, ‘Apple UDID
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 129
Leak Came from App Publisher, Not FBI’, Tech-Crunch, 2012,
https://techcrunch.com/2012/09/10/apple-udid-leak-camefrom-app-publisher-not-fbi.
27 In CSV and SQL formats:
https://thepiratebay.se/torrent/9419945/Snapchat_Database_CS
V__amp__SQL (see also Jon Skillings, ‘Overexposed: Snapchat
User Info from 4.6M Accounts’, CNET, 2014,
http://www.cnet.com/uk/news/overexposed-snapchat-user-infofrom-4-6m-accounts).
28 The North American Numbering Plan Administration contains a
Central Office Code Utilized Report tool which lists the
approximate locales of COCs in any NPA:
http://www.nanpa.com/reports/reports_cocodes.html.
29 Adobe, ‘Adobe XMP: Adding Intelligence to Media’,
https://www.adobe.com/products/xmp.
30 Available at Adobe, Adobe XMP Developer Center.
31 Adobe, XMP Specification Part 1: Data Model, Serialization,
and Core Properties, 2012, p. 28,
https://wwwimages.adobe.com/www.adobe.com/content/dam/A
dobe/en/devnet/xmp/pdfs/cc201306/XMPSpecificationPart1.pdf.
32 Adobe, XMP Specification, p. 29.
33 Adobe, XMP Specification, p. 31.
34 P. Leach, M. Mealling and R. Salz, ‘A Universally Unique
IDentifier (UUID) URN Namespace’, IETF RFC 4122, Internet
Society, 2005, https://www.ietf.org/rfc/rfc4122.txt.
35 Leach et al., ‘Universally Unique IDentifier’. For instance, the
‘java.util.UUID mini-FAQ’, 2005,
http://www.asciiarmor.com/post/33736615/java-util-uuid-minifaq, states that ‘using a version 4 UUID could save you 20 months
in a United States Federal Prison’, alluding to the fact that the
author of the Melissa worm was eventually identified from
multiple Word DOC files having the same MAC-based GUID in
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 130
their metadata as the original DOC which spread Melissa (see,
e.g., Luke Reiter, ‘Tracking Melissa's Alter Egos’, ZDNet, 1999,
https://www.zdnet.com/news/tracking-melissas-alteregos/101974).
36 Camera & Imaging Products Association, ‘Exchangeable Image
File Format for Digital Still Cameras: Exif Version 2.3’, CIPA DC008-Translation-2012, http://www.cipa.jp/std/documents/e/DC008-2012_E.pdf.
37 For instance, Vice journalists uploaded a photo of John McAfee
when he was on the lam while being wanted for questioning by
authorities in Belize; it was taken with the journalists’ iPhone 4S,
which included GPS co-ordinates (see Mat Honan, ‘Oops! Did
Vice Just Give Away John McAfee's Location with Photo
Metadata?’, Wired, 2012, http://www.wired.com/2012/12/oopsdid-vice-just-give-away-john-mcafees-location-with-this-photo).
38 Phil Harvey, ExifTool, 2014, https://www.sno.phy.queensu.ca/
∼phil/exiftool.
39 Alan Raskin, Exif Viewer, 2012,
https://addons.mozilla.org/firefox/addon/exif-viewer.
40 ‘Top Secret’ being defined as a classifier ‘applied to information,
the unauthorized disclosure of which reasonably could be
expected to cause exceptionally grave damage to the national
security’; cf. ‘Secret’, ‘the unauthorized disclosure of which
reasonably could be expected to cause serious damage to the
national security’ (Intelligence Community Classification and
Control Markings Register and Manual: Version 5.1, Controlled
Access Program Coordination Office (CAPCO), Washington, DC,
2012, pp. 28–9,
https://www.fas.org/sgp/othergov/intel/capco_reg_v5-1.pdf).
41 Anon., ‘EXIF: A Format Is Worth a Thousand Words’, TechBeat,
Winter (2007), pp. 1–2, https://www.justnet.org/pdf/EXIF.pdf.
42 Michel Foucault, ‘Nietzsche, Genealogy, History’, in Foucault,
Language, Counter-Memory, Practice: Selected Essays and
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 131
Interviews by Michel Foucault, ed. Donald F. Bouchard, Cornell
University Press, Ithaca, NY, 1977, p. 139.
43 See, for an account of related forms of expertise, Harry Collins,
Are We All Scientific Experts Now?, Polity, Cambridge, 2014.
44 See Béatrice Fraenkel, La signature: genèse d’un signe,
Gallimard, Paris, 1992.
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6
Always One Bit More: Computing and
the Experience of Ambiguity
Fun is often understood to be non-conceptual and indeed without
rigour, without relation to formal processes of thought, yielding an
intense and joyous informality, a release from procedure. Yet, as
Olga Goriunova's edited collection Fun and Software argues, fun
may also be found, alongside other kinds of pleasure, in the
generation, iteration and imagination of operations and procedures.1
This chapter aims to develop a means of drawing out an
understanding of fun in relation to concepts of experience in the
culture of mathematics and in the machinic fun of certain computer
games. Mathematical concepts of experience – as something to be
effaced, in terms of the grind of churning out calculations;
understood as the acme of human knowledge, bordering on the
mystical; or at the same time prosaic, peculiar and thrillingly
abstract – have been crucial to the motivation and genesis of
computing. Experience may be figured as something innate to the
computing person, or that is abstractable and thus mobile, shifting
heterogeneously from one context to another, producing strange
affinities between scales – residues and likeness amongst
computational forms that can occasionally link the most austere and
mundane or cacophonous of aesthetics. Amongst such, the fine and
perplexing fun of paradox and ambiguity arises not simply in the
interplay between formalisms and other kinds of life but as
formalisms interweave, releasing and congealing further dynamics.
There are many ways in which mathematics has been linked to
culture as a means of ordering, describing, inspiring or explaining
ways of being in the world, but it is less often that mathematics
thinks about itself as producing figurations of existence, and such
moments are useful to turn to in gaining a sense of some of the
patternings of computational culture.
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The Experience of Number
‘There are no non-experienced truths.’ This concise statement of the
intuitionist position in mathematics comes from Luitzen Egbertus
Jan Brouwer at the opening of his essay ‘Consciousness, Philosophy
and Mathematics’.2 To put it the other way around, a truth, in
mathematics, cannot be unknown even given a rigorous logical
armature for its existence. A truth of such sort would be something
like a statement of pi calculated to an accuracy of one digit more than
that which is currently known to the calculator. Brouwer's argument
would be that until that calculation is actually made, or a
construction for it is given, pi is not yet that number but exists in a
state of indetermination beyond that point. A positive way of putting
this is that for Brouwer, mathematics is ‘the free activity of the
creating subject [het scheppende subject]’,3 a notion something
rather akin to the slightly less purified notion of fun that we are
working with here and having a familial relation to Oblonsky's
assertion in Anna Karenina that ‘Some mathematician has said
pleasure lies not in discovering truth but in seeking it.’4
One of the key arguments of Brouwer's intuitionism was around the
principle of the excluded middle. This principle states that for every
mathematical statement, either it or its negation is true. As already
mentioned with the example of pi, Brouwer believed that a number
only came into existence when it was calculated, rather than existing
in some state of ideal reality that is simply and imperfectly cited.
This meant that for Brouwer, it would be possible to imagine
correctly formulated mathematical statements that could be neither
true nor false. Indeed, for him, no statement about a mathematical
entity such as an infinite set could be known precisely in such terms;
these entities had to be experienced, enumerated.5
The argument is against formalism in one way, and idealism in
another, against the idea of universal pre-existing numbers.
Brouwer's position is a kind of constructivism, building a form of
inductive reason that is not determined in advance but composed of
a rigorous relation to a world of abstraction. My intention is not to
propound intuitionism here, but to use this work as a starting point
to think through some of the context in mathematics and logic in
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which the computer was conceptualized, and then to draw this out in
relation to the question of fun, in the broad, passionate, even
obsessive, sense of the word that Olga Goriunova proposes. This will
lead to asking whether fun needs to be experienced, and by whom or
what, or if such experience can also move through, for instance,
computers. Further: how does fun circulate, what is its processuality
when it also becomes computational and, to go in the opposite
direction of tracing the ambit of fun to a wider assemblage, what
forms of computing make such experience most palpable?
The way that intuitionism focuses mathematical thinking on
experience, in the work of Brouwer (but to some extent also that of
Henri Poincaré, a mathematician who always put the experiential
and interpretative nature of his subject to the fore),6 allows us to
draw out some filiations to the experiential nature of software.
Formalist mathematics, of the kind Brouwer was arguing against,
presupposed that there were undiscovered truths that could be set
out, in advance of their actually being known, by axiomatic reasoning
which would implicitly have realized them. That is, the axiom comes
before the number and before the calculation. For intuitionists, this
makes the whole of classical mathematics a simply syllogistic
exercise, and reduces its status as a science.
Brouwer proposes four forms of conscious experience: stillness,
sensation, mathematics and wisdom, which are arrayed in a linear
progression of state. Each of them builds an understanding of
mathematics as primarily epistemological and mystical, in that
‘research in the foundation of mathematics is inner enquiry with
revealing and liberating consequences’.7
As is well known, one of the key controversies around the
programme of formalist mathematics, and especially that of David
Hilbert, was that generated by Alan Turing in work that led to the
formulation of automatic computing in the famous paper ‘On
Computable Numbers, with an Application to the
Entscheidungsproblem’.8 If we read Turing's work with an eye to
that of Brouwer, we can see some interesting correlations. Brouwer's
definition of real numbers is propounded in the second part of
Turing's short ‘Correction’, which was published in the following year
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and sets out a clarification of what is meant by a computable
number.9
Whilst Brouwer opposed the idea of completed infinities as
something that precludes experience, he tried to bring together the
idea of the discrete and the continuous in a series of numbers; say,
all those between zero and one. In the act of working these out, the
sequence of numbers that you generate is that series, in its state of
unfolding in your mind. Charles Petzold notes that ‘In the
intuitionist continuum, real numbers are always incomplete –
unfinished and never to be finished.’10 In this sense, numbers are
like drives: eternal combustion engines, perpetual commotion
machines; and as such intuitionism situates mathematics in time.
(One experiences numbers in relation to others, their ‘two-ity’, in
that the number one already implies a movement towards two.
Numbers imply a relation to the continuum as an ongoing.)
In §9 of ‘Computable Numbers’ Turing argues that a machine
carrying out an algorithmically defined task is, at a certain level of
abstraction, mathematically equivalent to a human carrying out the
same task. If a machine finds the problem unsolvable given the
algorithm, then so too would a human. There is a network of such
problems that Turing works through at various times in the
relationship between computing and intelligence,11 but here Turing's
machine provided a direct link to the work of Brouwer in that a
calculation is always a process, occurring over time;12 that a
calculation is not (in terms of the problem staged in the paper) finely
predictable – there is no machine that can decide in advance of the
computation of an infinite set what the next number of that set must
necessarily be; and that the work is limited to actually computable
numbers, ‘the subset of the real numbers that can actually be
calculated’.13 Needless to say, there is also an abrupt difference
between Turing's and Brouwer's approaches, since Turing's work is
here predicated upon the ability to disengage, or abstract,
mathematical capacities.
Whether one takes an intuitionist or constructivist line, computation
can be said to have a quality that is to certain degrees participative
and processual. For Brouwer, this process was experience. Turing,
however, liked to play with the ambiguity of things arising between
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the human and machine, the slippage of one into the other and their
differentiation. Indeed, the radicality of the Turing Machine, as
Alonso Church named it, was its invigoration of mathematical logic
with things from outside of it.14 Here, it is important to draw in one
of the aspects of the discussion of Brouwer developed by Mark van
Atten, whose phenomenological reading suggests that a key difficulty
in the promulgation of intuitionism is its lack of reflexivity – that the
position of the mathematician is fundamentally solipsistic.15 Van
Atten argues that Brouwer's figuration of mathematical
consciousness (understood as four forms of thought) cannot be
reflected on because to do so would require a further form of
consciousness capable of such reflection and the production of
figures of mutual understanding.
Because the Turing Machine alienates mathematics from the simply
human creative subject, without succumbing to idealism, whilst still
maintaining a relation to an understanding of computation as
experience, its form of constructivism offers the possibility of
articulating, if not necessarily achieving, such reflexivity. But equally
in the movement of experience to computers, in circulation amongst
machines, networks, codes, interpreters, interfaces and users, or
various kinds, intents, states and arrangements, the simply
phenomenological interpretation of the human individual requires
supplement. And the way in which such a reflexive understanding of
computational experience is constructed is emphasized, or becomes
more explicit and tractable, in some kinds of procedures rather than
others.
MMORPGs and the Demand for Experience
One way of understanding, via a difference, this experience of
slippage crosses over into the cultural understanding of ‘fair play’ in
games, and those that hack them. Here, there is an implicit
requirement that computational processes are experienced, as
something to be judged and interacted with on the basis of human
skill. To experience them otherwise is to ‘cheat’. An example of the
persistence of such is in the rules governing many massively multiplayer online role-playing games (MMORPGs) such as World of
Warcraft or Runescape. Here, the use of macros, autotypers (to
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P. 137
repeat messages), autoclickers (to repeat functions) and other kinds
of bots is generally deemed to be an offence, a violation of the
game.16 But such things, bots especially, can, in turn, be means of
having fun with the rather jaded rule sets of online gaming, through
griefing or more interesting means. On the one hand, the prohibition
on bots argues for an assumed level playing field: that real users are
playing the game, not sets of competing scripts or mechanical
devices tapping keyboards. In turn, the use of gold farmers, or
professional players, in MMORPGs is seen as a betrayal of such
experiential requirement, but also as part of the game, when players
are increasingly plugged into wider sets of economic systems through
games as backchannels.17 The demand for a certain kind of subject as
the experiential target of the operations of the manipulation of
procedures, symbols and interactions that constitute such games
suggests that computing is experiential, but experience is itself
subject to what might politely be called ‘variation’.
Machinic and Distributed Experience of
Computing
In discussing computing as experience this chapter is concerned with
arguing not that computers have, or experience, fun in the same way
that humans do, or even that the latter classification of entity
experience any particular kind of fun, but that computation itself can
be fun, a form of passionate involvement that in some circumstances
can also be said to be machinic and distributed. It is machinic in the
sense that it implies multiple elements in states of relation, and
distributed in the sense that it occurs across such relations, partly in
the way in which different materials and their handling of processes
conjugate and yield time.
As processing is distributed, a computing machine or piece of
software might be said to take part, in its own terms, in Brouwer's
sense, of the excluded middle. An example of such machinic and
distributed interweaving can be found in the software art project
Human Cellular Automata, which proposes that such a condition can
be experienced.18 But we can also suggest that, given the
constructivist slant of Turing's work, there may be some other form
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P. 138
of experience, or more strictly, open-ended undergoing, of
mathematics that would not be human in the sense that Brouwer
argues for, but would not strictly be simply axiomatic and deductive
either.
In order to talk about circulating fun as being distributed and
processual, it is useful to turn to some of the qualities of such
relations, and to start to do so again through computing, maintaining
a link to computing as experience. Brouwer talked about the
experience of the creating mind, and proposed that mathematics was
the ultimate exercise in free thought as such: this in the sense of
mathematics as not only the purest form of thought, as the
realization of the mind without any intrinsic relation to other aspects
of the world, but also, because of that quality, as the most literally
unencumbered, unfettered thought. This sense of the unencumbered
quality of thought is useful to maintain, as a modality of the powers
of abstraction. Here, though, such abstraction can also be seen to
emphasize, and provide a precondition for, the combinatorial nature
of thought in relation to and as part of other forms of experience,
and, via Turing, for the constituent heterogeneity of computing. In
order to get a sense of the nature of such experience it is useful to
map some forms of relation that are not quite of the same order as
this image of thought, but yet also significant in the experience of
computation: ambiguity and paradox.
Ambiguity and Paradox
In his book How Mathematicians Think, William Byers
differentiates the formalized, algorithmic means of doing maths from
the moment of discovery. This is done in a somewhat different mode
to Brouwer's, in that Byers aims to produce an alliance, or at least
draw out affinities, between the constructivist and idealist or
formalist schools through an emphasis on ambiguity; but this idea of
ambiguity, one that Byers establishes through accounts and
examples from many areas and ages of mathematics, is one that is
also processual and experiential.
Ambiguity is a state which admits of more than one interpretation,
or, more fully, of existence in a state in which, as Byers puts it, two
(or more) ‘self-consistent but mutually incompatible frames of
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reference’19 have to be inhabited. In disciplinary terms we can think
of the overlap of two not quite commensurable formalisms, such as
that between logic and mathematics, or, in the example of geometry
and arithmetic, fields which sometimes coincide but are not entirely
mappable one to the other without causing interesting effects. As an
example of such effects, one sees ambiguity in moments when the
idea of a number as a quantity and as a process are linked, for
instance in the number ‘one third’ being equal to 0.3 recurring in
decimal notation. In the second version, knowing a number also
involves calculation but requires as well a sense of the unreachable
limit.20 For Byers, understanding these two forms of the number
requires a creative act, one with a certain affinity to Brouwer's
intuition.
Interestingly here, we are also talking about different forms of
notation. There is perhaps a case for a media theory of mathematical
tools allied with ethnomathematics;21 one that moves from pen and
paper, to one-dimensional grids, through independent realms of
abstract objects and the discourses that sustain them, to minds as
putative entities, to other exciting forms of stationery.22 But to move
into more fully aesthetic terms, ambiguity emerges from the
existence of two or more of these interpretative states. Ambiguity is
not simply something requiring the gentle discernment of nuance or
the capacity to take pleasure in the multifaceted, which it certainly
can be. It can also present a being with a torn and bleeding reality in
which one scale of a life is incommensurable with, yet bound up with,
another scale that it cannot avoid. Its painfulness may also combine
with another layer, that of the joy of being able to step outside of an
overdetermination. Ambiguity manifests too as the double bind or
the infernal alternative, experience squeezed into systemic
imperatives, as much as it does as the subtle flickering of recognition
of multiply nuanced being.23 We can ask of different occurrences of
ambiguity as a form of experience: how deeply can or must one
inhabit ambiguity, what are its roles and latencies at different
conjunctures of experience?
Given such an understanding of ambiguity, we can say that a paradox
is a recursively nested ambiguity. That is, ambiguity is a statement or
condition that contains the implication or fully stated condition of
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incompatibility with itself. Paradox is largely logical and semantic.
Both paradox and ambiguity are essential to software. Both draw out
the experiential and the temporal. Paradox breaks with the
immediate time typical of statements made in first-order logic by
forming a loop back to the condition of the formation of such
thought, the decision to think, or the accident of thought. Both
ambiguity and paradox are aesthetic modes that find particular
forms in computation.
Fun Becomes Systemic
If computing is experiential, something that can be said to have roots
in its mathematical underpinnings, how does such experience
become fun? And then there is the question of aesthetics. Fun is
often presented as wholesome enjoyment, a state of amusement in
which the cares of the world are rinsed from us. In the
entrepreneurial cast of the term, fun may also be an exhilarating
intellectual and emotional overinvestment in a thing that leads to a
technical and perhaps financial yield. But fun is itself ambiguous,
being, in many cases, also perverse.
In an epigraph to his Cent mille milliards de poèmes Raymond
Queneau cites Alan Turing as saying that ‘Only a computer can
appreciate a sonnet written by another computer.’24 In order to
enjoy such a poem, Queneau suggests, one would have to be
something other than a straightforward literary reader. There is a
funny set of unpackings here: the proposition of computer
intelligence, one that would not correspond to that of humans, or
things of other kinds, thus also implying a queer sympathy amongst
a kind; but there is also a sense in which computing as cultural is
somehow preposterous, and delightful as such, and indeed Turing in
the article ‘Computing Machinery and Intelligence’ is intrigued by
misidentification and guessing, a playfulness at the root of
computing. There is a relay between computers set up by this
proposal that is not one of strict computation in the sense of an
immediate realization of first-order propositions manifest at the level
of flows in circuits, but one of recognition and appreciation as
yielding, revealing and hiding, enjoying something over time.
Turing's understanding of experience in this article is vastly different
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to that established by Brouwer. Turing's is so concretely formulated
in abstract terms that it can pass from one or more mode of
realization to another, from the human computer to the abstract
machine; Brouwer's is so interwoven in the experience of the abstract
that it singularizes experience, is unutterable in words; but both are
coupled with a relation to knowledge, to a subject and to a kind of
existence.25
And, in the circulation of experience through time, we can say
experience is something that, as Turing exemplifies in both his paper
on the Entscheidungsproblem and the epigraph used by Queneau,
also moves around, beyond people into devices, networks, arrays,
processes. But in doing so, experience or undergoing itself undergoes
changes in kind. Thus we can reframe the suggestion that, in the
conditions of computational and networked digital media, in
software cultures, ambiguity and paradox become machinic and
distributed.
Such process may not be fluid and smooth, but perhaps halting,
lame, encountering boredom. We can say that some of this is echoed
in the repetitive language and constrained behaviours worked
through by Beckett, in Quad26 or other cases of his more procedural
writings and scripts. As Deleuze asks, ‘Must one be exhausted to give
oneself over to the combinatorial, or is it the combinatorial that
exhausts us, that leads us to exhaustion – or even the two together,
the combinatorial and exhaustion?’27 Complementary to this image,
we can propose fun as a tendentially more joyous involvement in the
combinatorial, one that does not necessarily run counter to the
exhausted, but places finitude in undecided relation not only to the
continuum, as for instance in phasing in music (exemplified in Steve
Reich's Drumming28 or the polyrhythmicality of breakbeats), but
also to escape and to the powers of invention in relation to
constraint; indeed, finds the two as mutually, ambiguously
entangled.
Machinic Funs
For Guattari, ‘The machine, every species of machine, is always at the
junction of the finite and infinite, at this point of negotiation between
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P. 142
complexity and chaos.’29 Here, in machinic terms, are means by
which the combinatorial may connect with exhaustion, but also,
recursively, with other forms of combinatorial, generating paradoxes,
ambivalence, multivalence. The machinic is part of a larger set which
Guattari compares to Kleinian part objects, entities that rely for their
actuation on kinds of coupling, tripling and connection, and which in
such connection create being. The search for such coupling or
tripling, their state of two-ity, results in sets of projective–
introspective relations, generating subjectivities.30 Such
connectiveness in Klein is ambivalent, ‘bad’ as well as good and
exploratory; generators of phantasy, nourishment and its denial;
despisement, copious muddling and the ravages of yearning.
One paradoxical example of a machinic fun, which resonates with the
concern for an ethnomathematical analysis of notation, arises from a
use of numbers that is not mathematical but literary, yet still
combinatorial. Claude Klosky's text ‘The First Thousand Numbers in
Alphabetical Order’31 is a subtle and in a certain sense systematically
hilarious work. Its simple procedure is to list the alphabetically
written versions of the numbers from one to one thousand in
alphabetic rather than numerical order. One could say that this is a
kind of formalistic triumph, with an ‘irrelevant’ set of ordering
principles that is axiomatically described by the work's title, yet here
we are drawn to learn that not all formalisms are of the same order,
and that in the shifting logic of this procedure there is the possibility
of eliciting something new in the ‘proper matter’ of one by the
application of another. The specific quality of the work is manifestly
only recognizable through experience, that of actually working
through at least some of the text. To read the whole one must be
solemn, or raptured, a chatbot, or somehow else unlike a reader of
text, to take on, in Craig Dworkins’ terms, the role of a parser,32 and
to do so invites the mind to tingle with a kind of procedural pleasure
that is somehow always syncopating the many itchy transitions
between boredom and surprise. A formalism as such is itself always
ambiguous, itself partial as it yields to, merges with or elides the
suctions and trickiness of the different generative capacities of
matter: alphabetism and number; the ego and the creative subject;
computing and the ambiguities of fun.
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P. 143
Minecraft ALU and CPU by theinternetftw
A recent encounter that brought about such a pleasure was that with
screen-capture documentation of the construction of two of the three
basic components of a computer in the MMORPG Minecraft by a
hacker named theinternetftw. Minecraft is a slightly clunky but very
endearing-looking game, still in Beta at the time of theinternetftw's
project, but one that has sophisticated sandbox gameplay
untrammelled by set plots or points systems, and with a growing and
avid user base. Minecraft is somewhat like an enormous constructor
set, in that everything is composed out of cubes, but one with
monsters that attack you, wandering wildlife known as mobs or
‘mobiles’, a well-developed game physics of different natural
materials (such as wood, iron, diamond, soil) that are to be sourced,
worked and assembled and, in posing the highly manipulable
components of the world, essentially form the core of the game.
Minecraft is also cool because, as the name suggests, players go
under the surface of the game, into the ground. Users make elaborate
traps, laggily rendered rollercoasters, volcanoes spewing bitmapped
lava, underwater glass tunnels with which to view pulsating
rectilinear squid, meat factories (which mobs are lured into to be
elaborately slaughtered and processed), and explore undocumented
features and glitches. In turn, Minecraft takes the sandbox principle
as a core recursive form. Users create enormous amounts of media
around the game, and thousands of player-generated maps where
games and scenarios developed within the game are circulated online
as additional files allowing for different rule sets and genres to be
adopted and played with on top of the Minecraft engine.
Importantly, for this project and many others, one of the elements of
the game, a type of material called Redstone, allows you to create
basic logic circuits.33
The fundamental elements of a computer include an arithmetic logic
unit (ALU), a central processing unit (CPU) and a program counter.
The first of these was made in Minecraft by theinternetftw in autumn
2010, the second a few weeks later.34 Invented by John von
Neumann, an ALU performs addition and subtraction.35 More
sophisticated ALUs also do multiplication and division (as an
extension of addition and subtraction) and include the Boolean logic
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P. 144
of AND, OR and XOR (to return to Brouwer, the Exclusive Or being a
way of framing numbers that generates the excluded middle). To
make an ALU out of basic components such as transistor–transistor
logic (TTL) chips is a familiar rite of passage for electronic
engineering students, but it is the particular way in which this has
been done which raises theinternetftw's work above the level of such
an exercise.
Part of what is contradictorily fun about constructing a computer in
this way is that working in Minecraft is pretty laborious. The scale of
the circuit compared to that of the view of the player dramatically
reverses the ratio that we are used to in viewing circuits, each byte of
memory here corresponding to a block of space. The system is
enormous and each block has to be put in place, one by one, mouseclick by mouse-click. It's also not an environment that is easily
scripted, and this is a clunky process. It is therefore a relatively nonobvious situation in which to make such a machine – especially given
that the Redstones need recharging every fifteen blocks, so that
workarounds have to be made to cope with that. Examining this
device moves us away from the idea of computation as something
increasingly fast, increasingly small, into something that you can
walk around, need to fiddle about with, fine tune, and observe
happening. As, in many domains of application, computation moves
out of the box into more and more aspects of space,36 this is a project
that generates a complementary dynamic, establishing computation
in a way that is only legible as a spatial experience.
Such work also draws on the tradition of emulation hacks in which,
say, to exaggerate slightly, a Cray supercomputer would be used to
emulate a Sinclair Spectrum, running a Cray emulation. A computer
becomes its own bug, but that bug is another machine, running itself.
Formalisms mesh with, irritate, propitiate and explore each other,
producing luminous declivities, skittering patterns, banqueting halls
of mirrors, slag heaps of unprocessed symbols, states and
efflorescences cross-pollinating at a myriad of uneven rates and via
an entire zoology of third parties. In this regard, there's also
something fascinating about using such a relatively graphically naff
system to draw out what is now such a well-understood piece of
engineering, rendering an iconic structure into something like a
megalithic airport terminal, but one in 128-bit colour, with
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 145
rectilinear sheep, pigs or chickens wandering around, and that at
night runs the risk of being infested with zombies.37
Megalithic Chuckles
So how does the Minecraft Computer inflect the notion of machinic
and distributed fun? There is a version of the excluded third in Philip
Agre's description of technical knowledge in which a computer model
‘either works or does not work’,38 but there is also a recognition of its
insistence on empiricism in that ‘Computer people believe only what
they can build, and this policy imposes a strong intellectual
conservatism on the field.’39 The process and nature of computation
are excluded in the first, but taken as a source of truth in the second,
and here mathematics enters into its various kinds of relation to and
distance from engineering, a discipline whose realism may often
make it inventively as well as demonically otherworldly. Here
though, a totemic piece of computer architecture, when translated
into another domain of realization – that of Minecraft with all the
curiosities and interest of its gameplay, logic, and visual and physical
quirks – becomes something else, something fascinating,
magnificently ridiculous, and done in a way which allows it to be
explored.
Computing becomes about its experience as such; the machine is, in
this instantiation, slower than many of the first electronic computers.
Fun in software here lines up with a hackerly processual passion at a
meeting point between complex orderings of many kinds, and also
enrols the jointly incremental and transversal nature of invention
which produces, through ambiguity, the capacity not only to see
things in different lights, but also to draw hitherto unworked
capacities out of them. Akin to Turing's symphony written for
another computer, it is a computer made, paradoxically, within a
computer. One can say, triumphantly, ‘Look, I'm computing with the
computer on my computer!’ But it is an experience that also
circulates via other means, drawing us into the monumental
excitement of being able to add two to three via an enormous stone
mechanism composed of pixels. In such paradox, and in a state of
multiple ambiguities, computing finds itself reformulating the
machinic compulsion to connect, refigure and experience of the part
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 146
object. There is indeed a deep ambiguous fun in computing, in
achieving such a microcosmic achievement on an epic scale.
References
Philip Agre, Computing and Human Experience, Cambridge
University Press, Cambridge, 1997.
M. S. P. R. van Atten, Phenomenology of Choice Sequences, Zeno
Institute of Philosophy, Utrecht, 1999.
Mark van Atten, On Brouwer, Thomson Wadsworth, Singapore,
2004.
Gregory Bateson, Don D. Jackson, Jay Haley and John H. Weakland
(1956), ‘Toward a Theory of Schizophrenia’, in Gregory Bateson,
Steps to an Ecology of Mind, University of Chicago Press, Chicago,
2000.
Samuel Beckett, ‘Quad’, in Beckett, Collected Shorter Plays, Faber
and Faber, London, 1984.
Samuel Beckett, Quad et autre pieces pour la television, suivi de
L’Épuisé par Gilles Deleuze, Éditions de Minuit, Paris, 1999.
Luitzen Egbertus Jan Brouwer, ‘Volition, Knowledge, Language’
(1933), in W. van Stigt, Brouwer's Intuitionism, North-Holland,
Amsterdam, 1990.
Luitzen Egbertus Jan Brouwer, ‘Consciousness, Philosophy and
Mathematics’, in Proceedings of the Tenth International Congress of
Philosophy, North-Holland, Amsterdam, 1949.
Luitzen Egbertus Jan Brouwer, Cambridge Lectures on Intuitionism
(1951), Cambridge University Press, Cambridge, 1981.
William Byers, How Mathematicians Think: Using Ambiguity,
Contradiction and Paradox To Create Mathematics, Princeton
University Press, Princeton, 2007.
Edward Castronova, Synthetic Worlds, University of Chicago Press,
Chicago, 2005.
Gilles Deleuze, Essays Critical and Clinical, trans. Daniel W. Smith
and Michael A. Greco, Verso, London, 1998.
Gilles Deleuze and Félix Guattari, Anti-Oedipus: Capitalism and
Schizophrenia, trans. Robert Hurley, Mark Seem and Helen R. Lane,
Athlone, London, 1984.
Edsger Dijkstra, ‘Twenty-Eight Years’, EWD 1000, Edsger W.
Dijkstra Archive, University of Texas,
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 147
https://www.cs.utexas.edu/users/EWD/index10xx.html
Cory Doctorow, For the Win, Harper Voyager, London, 2010.
Craig Dworkin, Parse, Atelos, Berkeley, CA, 2008.
Aden Evans, ‘The Surd’, in Simon Duffy (ed.), Virtual Mathematics:
The Logic of Difference, Clinamen Press, Bolton, 2006.
Michel Foucault, The Government of Self and Others: Lectures at
the Collège de France 1982–1983, ed. Arnold I. Davidson, Palgrave,
London, 2010.
Matthew Fuller, Human Cellular Automata,
http://www.spc.org/fuller/projects/the-human-cellular-automata
Olga Goriunova, Fun and Software: On Pleasure, Paradox and Pain
in Computing, Bloomsbury, London, 2014.
Jeremy Gray, Plato's Ghost: The Modernist Transformation of
Mathematics, Princeton University Press, Princeton, 2008.
Félix Guattari, Chaosmosis: An Ethico-Aesthetic Paradigm, trans.
Paul Bains and Julian Pefanis, Power Institute, Sydney, 1995.
Félix Guattari, The Anti-Oedipus Papers, Semiotext(e), Los Angeles,
2006.
Andrew Hodges, ‘Alan Turing and the Turing Machine’, in Rolf
Herken (ed.), The Universal Turing Machine: A Half-Century
Survey, Springer, Vienna, 1995.
Rob Kitchin and Martin Dodge, Code/Space: Software and
Everyday Life, MIT Press, Cambridge, MA, 2011.
Melanie Klein, ‘Some Theoretical Conclusions Regarding the
Emotional Life of the Infant’, in Klein, Envy and Gratitude and
Other Works 1946–1963, Hogarth Press and the Institute of PsychoAnalysis, London, 1975.
Claude Klosky, ‘The First Thousand Numbers in Alphabetical Order’,
in Craig Dworkin and Kenneth Goldsmith (eds.), Against
Expression: An Anthology of Conceptual Writing, Northwestern
University Press, Chicago, 2011.
Andrei Nikolaevich Kolmogorov, ‘On the Principle of the Excluded
Middle’ (1925), in Jean van Heijenoort (ed.), From Frege to Goedel:
A Sourcebook in Mathematical Logic 1879–1931, Harvard University
Press, Cambridge, MA, 1967.
Minecraft Wiki, Redstone, http://www.minecraftwiki.net/wiki
John von Neumann, First Draft of a Report on the EDVAC, Contract
No.W-670-ORD-4926, between the United States Army Ordnance
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 148
Department and the University of Pennsylvania. Moore School of
Electrical Engineering, University of Pennsylvania, 30 June 1945.
Charles Petzold, The Annotated Turing, Wiley, Indianapolis, 2008.
Henri Poincaré, Science and Hypothesis, Dover, New York, 1952.
Raymond Queneau, Cent mille milliards de poèmes, Gallimard,
Paris, 1961.
Steve Reich, Drumming (1970–1).
Bernhard Siegert, ‘Cacophony or Communication? Cultural
Techniques in German Media Studies’, trans. Geoffrey WinthropYoung, Grey Room, 29 (2008), pp. 26–47.
Isabelle Stengers and Phillipe Pignarre, Capitalist Sorcery: Breaking
the Spell, trans. Andrew Goffey, Palgrave Macmillan, London, 2011.
Leo Tolstoy, Anna Karenina, trans. Louise and Aylmer Maude,
Vintage, London, 2010.
Alan Turing, ‘On Computable Numbers, with an Application to the
Entscheidungsproblem’ (1936), in Turing, The Essential Turing, ed.
B. Jack Copeland, Clarendon Press, Oxford, 2004.
Alan Turing, ‘On Computable Numbers, with an Application to the
Entscheidungsproblem: A Correction’ (1937), in Turing, The
Essential Turing, ed. B. Jack Copeland, Clarendon Press, Oxford,
2004.
Alan Turing, ‘Computing Machinery and Intelligence’ (1950), in
Turing, The Essential Turing, ed. B. Jack Copeland, Clarendon Press,
Oxford, 2004.
Notes
1 Olga Goriunova, Fun and Software: On Pleasure, Paradox and
Pain in Computing, Bloomsbury, London, 2014.
2 Luitzen Egbertus Jan Brouwer, ‘Consciousness, Philosophy and
Mathematics’, in Proceedings of the Tenth International
Congress of Philosophy, North-Holland, Amsterdam, 1949, pp.
1235–49. See, for the context of this debate, Jeremy Gray, Plato's
Ghost: The Modernist Transformation of Mathematics, Princeton
University Press, Princeton, 2008.
3 Luitzen Egbertus Jan Brouwer, ‘Volition, Knowledge, Language’
(1933), in W. van Stigt, Brouwer's Intuitionism, North-Holland,
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 149
Amsterdam, 1990, pp. 418–31. (The original title, Willen, Weten,
Spreken, implies that, rather than abstract categories, these are
things that are experienced, as willing, knowing and speaking.)
See also, for a discussion, Mark van Atten, On Brouwer, Thomson
Wadsworth, Singapore, 2004, p. 64.
4 Leo Tolstoy, Anna Karenina, trans. Louise and Aylmer Maude,
Vintage, London, 2010, p. 192.
5 For an approach which translates between formalism and
intuitionism, see Andrei Nikolaevich Kolmogorov, ‘On the
Principle of the Excluded Middle’ (1925), in Jean van Heijenoort
(ed.), From Frege to Goedel: A Sourcebook in Mathematical
Logic 1879–1931, Harvard University Press, Cambridge, MA,
1967, pp. 414–37.
6 See, for example, the chapter ‘On the Nature of Mathematical
Reasoning’, in Henri Poincaré, Science and Hypothesis, Dover,
New York, 1952.
7 Brouwer, ‘Consciousness’.
8 Alan Turing, ‘On Computable Numbers, with an Application to
the Entscheidungsproblem’ (1936), in Turing, The Essential
Turing, ed. B. Jack Copeland, Clarendon Press, Oxford, 2004, pp.
58–90. The problem consists in finding the limits to
computability, problems that are too hard for an ‘effective
procedure’ (a step-by-step method of working) to solve due to the
nature of the number to be calculated.
9 Alan Turing, ‘On Computable Numbers, with an Application to
the Entscheidungsproblem: A Correction’ (1937), in The Essential
Turing, pp. 94–6. In this note, amongst other things Turing
specifies an intuitive definition of the term ‘computable number’.
Without specific mention of Turing, an excellent exploration of
the philosophical consequences of the intuitionist concept of
number can be found in Aden Evans, ‘The Surd’, in Simon Duffy
(ed.), Virtual Mathematics: The Logic of Difference, Clinamen
Press, Bolton, 2006, pp. 209–34.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 150
10 Charles Petzold, The Annotated Turing, Wiley, Indianapolis,
2008, p. 317.
11 See, e.g., Alan Turing, ‘Computing Machinery and Intelligence’
(1950), in The Essential Turing, pp. 433–64.
12 Petzold, Annotated Turing, p. 307.
13 Petzold, Annotated Turing, p. 307.
14 See Andrew Hodges, ‘Alan Turing and the Turing Machine’, in
Rolf Herken (ed.), The Universal Turing Machine: A HalfCentury Survey, Springer, Vienna, 1995, pp. 3–14.
15 M. S. P. R. van Atten, Phenomenology of Choice Sequences,
Zeno Institute of Philosophy, Utrecht, 1999, p. 73.
16 There are other reasons for this prohibition as such programs
are also occasionally Trojan horses.
17 See, e.g., Cory Doctorow, For the Win, Harper Voyager, London,
2010; Edward Castronova, Synthetic Worlds, University of
Chicago Press, Chicago, 2005.
18 This project, first performed at the Software Summer School in
London in 2000, and subsequently elsewhere, consists of a crowd
of people arranging themselves into a grid formation and carrying
out a set of instructions inspired by James Conway's ‘Game of
Life’. See Matthew Fuller, Human Cellular Automata,
http://www.spc.org/fuller/projects/the-human-cellularautomata.
19 William Byers, How Mathematicians Think: Using Ambiguity,
Contradiction and Paradox To Create Mathematics, Princeton
University Press, Princeton, 2007, p. 28.
20 Byers, How Mathematicians Think, pp. 40–1.
21 Brouwer, who thought of language simply as a shed residue of,
or impediment to, mathematics on the one hand, or an inexact
technique for memorizing mathematical constructions on the
other (see his, Cambridge Lectures on Intuitionism (1951),
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P. 151
Cambridge University Press, Cambridge, 1981), would rather
probably be appalled at the idea. Edsger Dijkstra, on the other
hand, always alert to the medial conditions of thought, suggests of
the photocopier that ‘No future history of science can ignore the
change the advent of the copying machine has made’ (‘TwentyEight Years’, EWD 1000, Edsger W. Dijkstra Archive, University
of Texas,
https://www.cs.utexas.edu/users/EWD/index10xx.html).
22 Of signal relevance here is the approach exemplified by
Bernhard Siegert in ‘Cacophony or Communication? Cultural
Techniques in German Media Studies’, trans. Geoffrey WinthropYoung, Grey Room, 29 (2008), pp. 26–47.
23 For the double bind, see Gregory Bateson, Don D. Jackson, Jay
Haley and John H. Weakland (1956), ‘Toward a Theory of
Schizophrenia’, in Gregory Bateson, Steps to an Ecology of Mind,
University of Chicago Press, Chicago, 2000, pp. 201–27. The
‘infernal alternative’ is posed by Isabelle Stengers and Phillipe
Pignarre in Capitalist Sorcery: Breaking the Spell, trans. Andrew
Goffey, Palgrave Macmillan, London, 2011.
24 Turing in Raymond Queneau, Cent mille milliards de poèmes,
Gallimard, Paris, 1961.
25 Here we can develop a relation to Foucault's understanding of
experience. Looking back, he reformulates to some extent a
thematic running from his earlier work to his later: experience.
That is to say that ‘forms of knowledge, matrixes of forms of
behaviour, and the constitution of subjects and modes of being’
are experiential, rather than static (Foucault, The Government of
Self and Others: Lectures at the Collège de France 1982–1983,
ed. Arnold I. Davidson, Palgrave, London, 2010, p. 5).
26 Samuel Beckett, ‘Quad’, in Beckett, Collected Shorter Plays,
Faber and Faber, London, pp. 289–94.
27 Gilles Deleuze, Essays Critical and Clinical, trans. Daniel W.
Smith and Michael A. Greco, Verso, London, 1998, p. 154. See also
Samuel Beckett, Quad et autre pieces pour la television, suivi de
L’Épuisé par Gilles Deleuze, Éditions de Minuit, Paris, 1999.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 152
28 Steve Reich, Drumming (1970–1).
29 Félix Guattari, Chaosmosis: An Ethico-Aesthetic Paradigm,
trans. Paul Bains and Julian Pefanis, Power Institute, Sydney,
1995, p. 111. See, for further, previous discussion of such an
approach, Félix Guattari, The Anti-Oedipus Papers, Semiotext(e),
Los Angeles, 2006, and the riddling of reality with such machines
in Gilles Deleuze and Félix Guattari, Anti-Oedipus: Capitalism
and Schizophrenia, trans. Robert Hurley, Mark Seem and Helen
R. Lane, Athlone, London, 1984.
30 The term ‘part objects’, used in general discussion in object
relations theory, runs through much of Klein's work. See, e.g.,
Melanie Klein, ‘Some Theoretical Conclusions Regarding the
Emotional Life of the Infant,’ in Klein, Envy and Gratitude and
Other Works 1946–1963, Hogarth Press and the Institute of
Psycho-Analysis, London, 1975.
31 Claude Klosky, ‘The First Thousand Numbers in Alphabetical
Order’, in Craig Dworkin and Kenneth Goldsmith (eds.), Against
Expression: An Anthology of Conceptual Writing, Northwestern
University Press, Chicago, 2011, pp. 148–57. It is notable that this
piece of work would change each time it is translated into another
language as the alphabetical ordering of the letters would differ,
rendering the formalism that generates the work, as given in its
title, fundamentally playful.
32 Craig Dworkin, Parse, Atelos, Berkeley, CA, 2008.
33 For a description of the use of Redstone to create circuits, see
http://www.minecraftwiki.net/wiki.
34 For video of the first ALU see http://www.youtube.com/watch?
v=LGkkyKZVzug. For initial documentation of the CPU see
http://www.youtube.com/watch?
v=sybOqi_dgX0&feature=related. The program counter and a
revised ALU (of 11 October 2010) are shown at
http://www.youtube.com/watch?
v=sybOqi_dgX0&feature=related. The cheerful and laconically
enthusiastic tone of the commentary by theinternetftw makes
these a pleasure to watch. The full computer seems not to have
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P. 153
been built; however, a number of others have since developed
Minecraft computers of various sorts, including, in June 2011, a
dual core CPU by anomalouscobra and jomeister15 (see
http://www.youtube.com/watch?
v=EaWo68CWWGM&feature=related) and, in September 2011, a
full gaming computer ‘Redgame’ by laurensweyn, video of which
is at http://www.youtube.com/watch?
v=lB684ym3QY4&feature=related.
35 John von Neumann, First Draft of a Report on the EDVAC,
Contract No.W-670-ORD-4926, between the United States Army
Ordnance Department and the University of Pennsylvania. Moore
School of Electrical Engineering, University of Pennsylvania, 30
June 1945.
36 See Rob Kitchin and Martin Dodge, Code/Space: Software and
Everyday Life, MIT Press, Cambridge, MA, 2011.
37 The slight naffness of Minecraft, its clunky aesthetics, the
laboriousness of the construction work within it, alongside the
exuberance of imagination involved and expended in it by
millions of players, are a subtext of the hugely popular Yogcast
series of comedic, lackadaisical commentaries on Minecraft,
posted on YouTube. In the last few years, since Minecraft has
come out of Beta, a highly active scene of ‘Let's Play’ video makers
has emerged with their own channels.
38 Philip Agre, Computing and Human Experience, Cambridge
University Press, Cambridge, 1997, p. xi.
39 Agre, Computing, p. 13.
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7
Computational Aesthetics
M. Beatrice Fazi and Matthew Fuller
It is the contention of this chapter that computation has a profound
effect on the composition of digital art. We understand computation
as a method and a force of organization, quantification and
rationalization of reality by logico-mathematical means. The
computational precedes and yet grounds the digital in its technical,
social and cultural manifestations: it finds in digital technologies a
fast, efficient and reliable technique of automation and distribution,
yet remains a notion wider and more powerful than the digital tools
that it subtends. Art, operating with the digital prefix and taking on
many of the characteristics of the contemporary world, is inherently
interwoven with the specific features of computational structures. At
the same time, though, it can be said that aspects of digital art have
yet to be sufficiently considered from that perspective. To some
extent this is understandable, given the immense flexibility – and,
often, resultant opacity – of computational systems. Digital art,
however, builds upon and works through the computational, sharing
its limits and potentials while also inheriting conceptual histories
and contexts of practice. For this reason, we contend that an
aesthetics of digital art is, at a fundamental level, a computational
aesthetics.
Medium Specificity
The crux of our argument can be summarized in the particular kind
of medium specificity of the aesthetics of digital art, a specificity that
we see pertaining to this art's primary computational character.
When making a claim for the computational specificity of digital art,
however, we abstain from flattening this proposition onto openly
‘modernist’ arguments, or following on with the sets of uneasy
qualifications and rejoinders that come after such positions. We are
wary of the essentialism that such an argument would imply, mourn
or efface. It is our contention, however, that the risk of
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P. 155
‘computational essentialism’ is diminished by the nature of
computation itself. It is somewhat perverse to look to Greenberg as a
point of orientation, but it will serve to make the point: traditionally,
a modernist medium-specific aesthetics would call for the
individuation of a ‘raw’ materiality, which – in operation and in
effect – amasses and defines the potential for artistic expressivity of
a certain medium, a modernism of attenuation.1 In the case of
computational aesthetics, however, such a prescription is more
difficult to sustain. How is one to match the material promises of a
medium if this medium does not have an idiotypic substantial form
(such as canvas, paint, marble or mud), but rather has to be
understood as a method and a force that, through rules, constraints
and capacities for expression, continually renegotiates its own
structures of existence? In other words, what makes computation
special in terms of its mediality – and thus perhaps different from
any other media coming into composition with art – is the
impossibility of describing it simply as an intermediary ‘substance’.
Art, thankfully enough, is not simply communications. The relation
of art with its media has been complex – a relation that is disavowed
as much as it is explored, and through which one can trace the
histories of many modalities or kinds of art that may themselves not
cohere into a stable lineage. Art always propagates, rather than
necessarily progresses, by disrupting and reinventing its terms of
growth and domains of operation. Computation, however, has, in a
certain sense, been a more historically delimited domain. To some
extent this is due to the relative youth of the field as an organized
discipline. At the same time, we argue, computation's development
through mathematics, logic, philosophy and physical engineering
gives it an equally rich genealogy. With its folding out into culture
and the social, and indeed in its entanglement with art, it is
undergoing further mutation, and its complex lines of invention and
imagination find new forms of growth.
Recognizing this, critical discourse in recent years has developed
cultural and artistic understandings of some of the mechanisms and
components (algorithms, values, parameters, functions, codes and so
on) through which computation operates, for instance via the
emergence of fields such as software studies.2 We would like to
supplement this discussion with a consideration of computation's
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mediality as a mechanism of ontological and epistemological
production. In terms of our medium specificity argument, this
implies that computation is a medium in so far as it actualizes modes
of being, levels and kinds of agency, and procedures of thought and
configuration.
The ontological and epistemological expressions of computation are
concretized and become operative at various scales: in the cultural,
the societal and the political, as well as in art and elsewhere. Through
a double articulation, computation changes these fields, yet
maintains its own specificity; a specificity that is in turn affected, in
variable ways, by the mutational forces of these fields’
characteristics. Calling for a recognition of the medium specificity of
computation in digital art thus means taking up the challenge of
considering a mediality that surpasses the bounds of its grossly
material instantiations and circumstances. In fact, acknowledging
medium specificity involves reconsidering the notion of matter
altogether, via the mobilization of all categories of the computational
(whether sensuous, or logical, or both), and in the light of the
ontologies and epistemologies that computational systems initiate or
participate in.
A problem that immediately follows from this argument about
medium specificity is how computation can be understood and
spoken of, and by which means its consequences in the area of digital
art can be mapped out. In attempting to address these questions, we
advocate not a ‘programmatic aesthetics’, but a way of understanding
the things that are explicitly or implicitly taken into account when
working with computational systems. Computational aesthetics is
certainly partially entwined with the computing machine, and in
many particular works founded on very specific articulations of that
interlacing. Yet the existence of computational aesthetics is not
exclusively tied to a particular past, present or future technology.
Computation, we contend, is a systematization of reality via discrete
means such as numbers, digits, models, procedures, measures,
representations and highly condensed formalizations of relations
between such things. To compute involves abstractive operations of
quantification and of simulation, as well as the organization of
abstract objects and procedures into expressions that can (but also
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may not) be thought of, perceived and carried out. Attending to
computational aesthetics, then, puts in question the forces of all
degrees and kinds that participate in these abstractions, and
enquires what level of autonomy one should assign to such forces
and abstractions. Similarly, a medium-specific computational
aesthetics addresses the ways in which other techniques and
genealogies (e.g., language, science, mathematics and art itself)
conjoin, contribute to or contrast with computation, and thus result
in often irreconcilable, convulsive or, conversely, reductive
interrelations of other aesthetic approaches, ontological
commitments, knowledge structures and arenas of practice. The
impact of computation on other hitherto distinct fields constitutes, to
a large extent, the status of the problematic of contemporary forms
of life. We can therefore conclude that computation is as much a
condition as it is a medium.
Computational Construction
It is in the light of these and related issues that the condition of
computational aesthetics has to be understood not as given but as
constructed. This claim, however, comes with two important
qualifications.
To construct is to build up, to compose, to compile. A construction
requires, in varying measures, a dose of planning and an amount of
improvisation, the laying of foundations and the addition of
decoration, the work of an engineer and the effort of a craftsperson.
In this sense, a construction is less the straightforward manufacture
of a result or an output than a heterogeneous process of creation.
Constructing a computational aesthetics is a similarly inventive and
procedural endeavour. It is, we claim – alongside the recognition of
ecology and the invention of economies – a requisite for
contemporary thought, imposing key issues proper to twenty-firstcentury culture. For example, questions such as how to define
numerically determined rules for the analysis, codification and
prediction of the world; how to account for digitally interfaced modes
of sensing; and how to theorize new spatio-temporally distributed
and networked prospects for cognition.
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If it is a truism that computational technologies have brought about a
fundamental epistemological break,3 constructing a computational
aesthetics means coming to terms with both the disruptions and the
opportunities that this break initiates in modes of perceiving, acting
and cognizing. In fact, it involves coming to terms with these
conditions while looking for and articulating computational
aesthetics’ internal epistemological validations – those that are
inherent to the theories and practices of computation itself. The
construction of computational aesthetics, therefore, calls for a
reworking of many of the conceptual categories, classes, types and
criteria involved in aesthetics, noting that aesthetics is in turn
understood here as a theory of construction – again! – of what
constitutes experience. In other words, we are arguing, on the one
hand, that to understand digital art in terms of an aesthetics of
computation is key to the status of contemporary culture, which
indeed is a computational culture. On the other hand, however, the
very notion of computational aesthetics for us goes well beyond a
theory of ‘art made with computers’, and becomes an investigation of
the more foundational and formative aspects of the reality of the
computational itself. In this respect, the reworkings of the aesthetic
that we are here advocating are acts of both discovering and
inventing the unfamiliar, the nameless, that which has been
forgotten and is yet to be known: computational aesthetics must
construct its own concepts.
Our first qualification of computational aesthetics’ mode of
construction should be read in the light of what we consider the
restrictions or limitations of a traditional ‘constructivist
epistemology’ for addressing the potential for conceptual discovery
and invention. To claim that computational aesthetics is not given
but has to be constructed would seem to echo the slogans of social
constructivism, according to which situations are constructed by the
interpretations that humans give of them. While there are some
conditions and circumstances in which such an approach may also
gain significant traction in digital art, we are keen to stress that the
sociocultural constructivist position is not what we argue for, and
that the construction of computational aesthetics advocated here is
irreducible to the social constructivist epistemological paradigm. We
would like to take a distance from the sociocultural constructivist
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agenda to extend the significance of ‘construction’ from an
epistemological level to an ontological one. Which is to say: when
constructing computational aesthetics one creates not only ways of
knowing reality, but reality itself. To be more explicit, we understand
the construction of computational aesthetics as a process that is
‘internal’ to the notion of computation, and should therefore not be
approached from any particular disciplinary ground. Computer
science alone cannot fully account for the modes of existence of the
aesthetics of computation, but neither can cultural theory,
philosophy or art. To say that computational aesthetics is not
inferred from some particular disciplinary area, however, also means
that its actuality cannot be subsumed under individual categories
such as the societal, the cultural and the economic, or of course the
aesthetic, although this actuality can surely be more or less
successfully interrogated from such perspectives.
Computational aesthetics does not arise from a void; it is of course
part of society, culture and economy – if we can, for a moment,
accept the ruse that these things are adequately nameable. At the
core of this issue lies, for us, the following point: to understand
construction as the methodology proper for an immanent
investigation of computation. We believe that social and cultural
constructivism, in wanting to accommodate and assimilate
difference, reiterates instead a ‘transcendent’ take on computational
practices and technologies. From this transcendent perspective,
human social histories or human cognitive processes are equally
relative amongst each other, yet still causally superior to the events
that they are said to construct. We argue for another view: that the
construction of computational aesthetics is not solely based upon the
determinism of a particular identity-forging co-ordinate, such as a
time in history or a group of people, but that this construction is in
fact incidental to computation's capacity of being an immanent
operation of production of its own as well as other entities’ modes of
existence. Computational aesthetics is not produced by the social but
is social. Similarly, it is not the result of a certain culture; it is
culture. The diversities of the planes into which computational
aesthetics cuts are not the transcendent cause of the aesthetics; these
planes and multiplicities of contexts, intentions, norms, actions,
perceptions etc. must themselves – to appropriate Deleuze and
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Guattari's claim – be made.4 With this assertion we do not mean to
say that in the aesthetic investigation of computational media
anything is equal to anything else. On the contrary, we affirm that
the realities of computational aesthetics are produced in the
expressions that the aesthetics of computation finds for itself. The
construction of such aesthetics is always in the computational event.
Having clarified this, we should note that, while we are wary of a
simply sociocultural constructivist approach, our position also differs
from what one could call an ‘autopoietic’ constructivism that would
frame construction as a self-producing and self-organizing operation
of subjective experiencing. This, then, is our second qualification of
computational aesthetics’ construction, a qualification that perhaps
can help us to clarify our proposal for an immanent investigation of
computational aesthetics. According to the autopoietic dialectics
between observing and observed systems, everything relates to the
environment in so far as it establishes and stabilizes itself in relation
to it. The observer thus constructs her own world self-reflexively;
that is, by positioning herself in relation to an environmental
situation.5 Without disavowing the importance of autopoietic
constructivism for some fields (such as theories of cognition, which
see it as variously involved with the world), we believe that this type
of constructivism becomes particularly problematic when applied to
computational aesthetics. In our opinion, autopoietic approaches to
digital art seem to overlook the fact that computation is full of
encounters between levels of expressivity and actuality that cannot
interact in terms of subjects and objects, or within the confines of an
environmental ‘outside’ or an ‘inside’ of the system.6
Many of these encounters or determinations in fact concern the
(human) users of computation, not computation itself. We believe
instead that the construction of computational aesthetics also
involves incongruences and incompatibilities: in computation there
are many particular cases but there is also an at least implied
pretence to universality; the different speeds of eternity and fracture
are often disjointed, and the diverse scales of what is too big to count
or too small to see are frequently beyond subjective perception. In
this sense, the construction of computational aesthetics needs to be
radicalized from within the limits and potentialities of the
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computational itself, and not imposed upon the experiential
positioning of an observer (whoever or whatever this latter is
supposed to be). In other words, what we are advocating here is the
capacity of computational aesthetics not simply to represent reality,
but to contribute to the immanent constitution of reality itself.
Ten Aspects of Computational Aesthetics
In order to cut into the condition of computational aesthetics, we
would like to offer a short overview of some of the features and
characteristics that, to a greater or lesser extent, and to varying
degrees of combination, articulate the reality of computation. It
should be stressed that we are not looking for the ultimate qualities
and values of either computation or aesthetics. Rather, we take these
characteristics and features as modes of existence of the
computational that infiltrate (and, in some cases, pervade and direct)
its ontological and epistemological productions. In other words,
these features and characteristics inform computation's modalities of
being, levels of agency, and procedures of thought that mark the
medium specificity of digital art, on the one hand, and its
constructive nature, on the other. There is therefore no claim either
that the list that follows is an exhaustive itemization of the
conditions of computational aesthetics, or that aspects or
combinations of it are exclusive to computational aesthetics and do
not surface in other contexts and kinds of art, or aesthetics more
broadly. What we suggest, instead, is that computational aesthetics
brings the modes listed into a sharper focus and degree of
compositional strength. If aesthetics can be understood as a theory of
how experience is constructed, then this list attempts to account for
some of the modalities of the computational that partake in such
constructions. In some cases the items on this list help to sustain
those constructions and to bring them into the empirical realm; in
others they clash with the very category of experience altogether. The
examples we offer are equally meant to provide an illustration of how
computational aesthetics not only produces and regulates, but also
points beyond, its own ontological and epistemological validations,
and thus always has to be found and investigated in the
computational event.
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1
Abstraction and concreteness
Computation sets in motion some fundamental reorientations of
culture, and of the circumstances in which art occurs, in that it
endures as a conjoint condition of the abstract and the concrete.7
On the one hand, computation is a technique of abstraction. Layers
of abstractions are piled up, from the hardware and the machine
language right up to the graphic user interface; they manage the inbetweens of electronic circuits and symbolic procedures, and thus
safeguard the operability of computing machines. In this respect
abstraction is a self-contained dimension of existence of the
computational. Historically and conceptually, computation draws
upon the formal abstractions of logic and mathematics. Abstract
mechanisms of inference drive it, while formal languages and symbol
manipulation are among the abstract means that ground the very
possibility of algorithmic ‘effective procedures’. On the other hand,
however, computation is as concrete as the world in which it
participates. Computation not only abstracts from the world in order
to model and represent it; through such abstractions, it also partakes
in the world. In this sense, computation is a technology of material
agency: there are the actions of algorithms organizing commercial
warehouses, air traffic and administrative records; there are the
social associations of networked practices, which aggregate and
shape both the technological and the cultural; and there are the solid
effects of software applications, which intervene in and bring about
modes of knowing, trading, writing, playing, perceiving, interacting,
governing and communicating.
The qualities of abstraction and concreteness have innumerable
effects in terms of the constructivism and medium specificity of
computational aesthetics. One effect is that the abstract structures of
computation can move fast from one instantiation or occurrence to
another (an algorithm can be used for sorting rice grains, faces or
patterns of pixelation, for instance). The movement across multiple
sites and occasions of a work is one way of tracing the variable
characteristics of computational aesthetics across social forms, and
of highlighting some of the ways in which the computational is often
built into the latter. Tracing aspects of such a genealogy, the work of
YoHa (Matsuko Yokokoji and Graham Harwood) and Graham
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Harwood – epitomized in Lungs (Slave Labour) (with Mongrel),8
London.pl9 and Coal Fired Computers (with Jean Demars)10 –
amongst others, works with the abstractions of relational database
systems both to concretize their schema and to establish relational
calculus as a grammar of composition that links labour, primary
accumulation, mechanisms of power and the materialities of organic
and non-organic forms of life.
2
Universality
Universality in computation is established at the conceptual level of
the machine. In the 1930s the computer science pioneer Alan Turing
famously developed a thought experiment that put the mental
activity of computing in mechanical and finite terms in order to
imagine a universal device (subsequently known as the Universal
Turing Machine or UTM) that would be able to replicate the
behaviour of any other Turing Machine. Anything mechanically
computable could and would be computed by such a universal
device, as it would be capable of processing any algorithm fed into
it.11 The UTM is the basis of the ‘von Neumann architecture’ for
stored-program computers,12 and thus the foundation of present-day
computing devices, which are in fact general-purpose and can be
programmed to emulate each other. Such functional generality is
perhaps the most basic, yet crucial conceptual premise of modern
computational endeavours. Moreover, the amplification of functional
operations also underpins the possibility of understanding
computation as a technique of abstraction that is already geared
towards universality. Computation generates and disseminates
abstractions that are general and inclusive. In its renegotiation of
structures of existence, computation aims to encompass and produce
the universality of formal methods of systematization and of allpurpose models of reasoning.
Artists may respond to this universality by attending to the
specificity of particular instantiations of computational forms, as in
the wave of attention that has been paid to retro-computing
platforms and to Game Boy hacks. The artist group Beige (Cory
Arcangel, Joe Beuckman, Joe Bonn and Paul B. Davis), for example,
looked for constraints in order to address the question of universality
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and thereby reveal universality's nature by noting its particular,
historical concrescence in styles of design, the development of genres
of game and so on.13 In their work, computing was always filtered
through the quirks and constraints of a particular system with all its
clunkiness and idiosyncracy. Super Abstract Brothers, for instance,
replaced the sprites and landscape of a Nintendo Entertainment
System cartridge game with blocks of colour.14 Alternatively, the
nature of claiming universality itself may be a foundational point of
exploration for certain artists, such as David Rokeby,15 whose
multifarious and rigorous works probe and ally with the various ways
in which algorithms and other procedural and interpretative acts of
computers shape and condense as spaces and behaviours. One
example amongst many is N-Cha(n)t,16 where a circle of computers
run generic speech-recognition and speech-to-text programs. The
machines hear and interpret each other, responding with further
speech. The resulting cycling mixture of interpretation and response
also implicitly offers the capacity for people to loop themselves into
the feedback cycles of chuntering vocalizations and tangential
interpretations in which machine intuition, logic and chance are
intriguingly interwoven.
3
Discreteness
Something is defined as discrete if it is disjointed, separated, distinct,
detached or discontinuous. Discreteness is arguably the hallmark of
the digital. Digital systems by definition are discrete systems: they
represent, store and transfer information in terms of discontinuous
elements or values (binary digits, for example). The computational,
as we have explained, is not synonymous with the digital: the digital
should be understood as an automation of the computational.
Computation itself, however, is also marked by discreteness. As a
rule-governed activity, computation arranges calculation procedures
through the sequential succession of countable and separable states.
The ‘valid reasoning’ that computational mechanisms are meant to
encapsulate and model is explicated via the manipulation of
quantifiable entities into a finite sequence of well-defined steps. The
time and memory that such a sequence employs in order to perform
the computation are also finite; so too are the input that set it in
motion and the outcome that it generates.
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The discreteness of computation is often at odds with the continuity
of interactions proposed by affective philosophies, system theories
and cognitive phenomenologies, which – in art, culture and science –
focus on the dynamic becoming of relations and connections.
Discreteness also prompts questions about the recognition one is
willing to give to computational entities, on the one side, and
computational processes, on the other, and invites further
investigation as to whether a theoretical and technical reconciliation
between the two is possible.
The discreteness of a computational object may also be used for
comedic effect, as in the game Surgeon Simulator,17 where a patient,
body parts, surgical tools, transplant organs and the paraphernalia of
an operating theatre are all to be worked on by interacting with a
first-person shooter (FPS)-style interface. The game is a devicebased Grand Guignol that reaches the level of slapstick in the
clashing, clumsy interactions of the handled objects’ levels of
discreteness.
Discreteness also allows for the re-composition of things and their
fixture in new positions, thereby generating both new kinds of
commodity forms and new commonalities. This potential is
illustrated in its violation by Yuri Pattison's ‘e ink pearl memory’,18
in which discreteness is employed as a means of disrupting the
transcendental role of the commodity. Here, amongst other forms
and arrangements of informational matter, such as a small spill of
photocopier toner, treated Kindle eBook readers are modified to
display fixed abstract images; that is to say, they are ‘broken’,
becoming finite, discrete. Conversely, the discreteness of digital
material such as software or music also allows for an establishment
of its sharing or commonality in certain ways. This aim is a
prominent aspect of numerous computational initiatives, but
becomes most obvious in free software, and in file-sharing ventures
such as the Pirate Bay, a project itself sometimes manifesting
explicitly as art through the Piratbyrån (Bureau of Piracy).19 As
different levels of discreteness, alongside the ability to copy wholes
or parts, combine with computing resources such as memory or
bandwidth, discreteness also plays a part in the development of
expressive styles and modes of computing at multiple scales,
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including the determination of degrees of granularity in the
resolution of images.
The ability to keep things separate is by necessity a key factor of the
ethico-aesthetic dimensions of computational technologies’ political
nature,20 determining what they reveal or make tractable, as well as
what they hide. The regimes of what links, what can be analysed,
what pools together and what remains apart are core to the nature of
such systems.
4
Axiomatics
Computation is axiomatic. The modes of abstraction, universality
and discreteness already discussed are key features of the axiomatic
character of computational systems, and of the many parallels
between computation and logico-mathematical reasoning. Via this
axiomatic character, these parallels distinguish past and present
conceptions of digital computing machines.
As is well known, Alan Turing established the notion of
computability after discovering a particular class of numbers that
cannot be computed.21 Turing demonstrated, however, that what is
computable can be determined algorithmically; that is, through a
mechanized principle of deductive inference, ‘with every tiny step of
reasoning in place’.22 What had been an informal notion of
computation was hence formalized into the axiomatic parameters of
the logico-mathematical comprehension of correct inference. In this
sense, to compute became to manage discrete quantities, and to do
so by following abstract and finite inferential rules with universal
applicability.
Today the axiomatic nature of computing subsists in and thrives on
its many formalisms. The axiomatic method is central to symbolic
notation and procedural execution: for every calculating process,
whether a basic operation or a more convoluted function, the
computational system engages, and then reiteratively re-engages,
with the general problem of determining consequences from a
handful of validly symbolized premises. It is because of the
unavoidability of axiomatics in computation that digital art and
theory alike cannot leave the formalizations of computation to the
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computer scientist's classroom. Instead, digital art and theory need
to take up the challenge of thinking and creating an aesthetics of
computation that takes into account, if it does not limit itself to, the
inferential and rule-based character of computational systems, while
remaining aware of the ways in which computation borrows methods
from mathematics and logics.
5
Numbers
Computation holds a multifaceted and profound relationship to
numbers. Of course, contemporary computers are ‘metamedia’23
capable of accomplishing much more than merely ‘crunching’
numbers. However, the computing machine's relation to the
numerical remains intimate. This is due partly to computation's
discrete and quantitative nature, and partly to the fact that a
computing machine has to operate within the parameters of a
calculation.
The very idea of number has continuously changed over time,
stretching and convoluting to encompass new categories and
attributes, and has become something different again in its
encounter with the medium specificity of computation: a means of
establishing relations among abstractive methods, formal systems
and concrete tasks that are governed in turn by the operation of
numbers. Although this recursion to some degree existed before in
techniques such as calculus, it is fundamentally different in
computation in terms of the quantity and density of operations.
Numbers in computation show various qualities and behaviours. As a
unit of measurement, numbers are used, for instance, to portion
pixels, megahertz and registers in memory. As a mathematical entity,
numbers are the objects of the many types of counting that
computers carry out: counting of amounts, of sequential steps, of
variables, of inputs, of time and so on. As an incommensurable
quantity, numbers approximate the risk of infinite loops within
recursive functions. As a digital representation, numbers mirror
electronic binary states in binary digits. As a symbol, numbers are
elements of codes and scripts, and cement the possibility of
encryption, while also being means of organizing, prioritizing and
enacting such qualities and behaviours.
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6
Limits
Computation is limited, in a quite fundamental way. Its limitations
are inherent in the axiomatic nature of computational systems. In
mathematical logic there are undecidable propositions; in
computability theory there exist problems that cannot be solved via
purely mechanical procedures. The formal notion of computation
itself is founded upon the discovery that some programs will not halt
and some functions will not be calculated. Some things just cannot
be computed.
The existence of limits in computation is unsettling but also
empowering. Amongst the most troubling consequences of these
limitations is the comprehension that while computing machines do
indeed process many tasks, they do not process just anything.
Techno-cultural agendas proposing an all-embracing and all-solving
computational rationality are thus faulty at their very outset. Errors,
bugs and glitches might be more or less probable, depending on the
specific case. Yet they are always logically possible, as is a formalist
misapprehension of a situation or a condition.24 One of the most
interestingly enabling outcomes of the limits of computation,
however, results from turning this internal failure into the very
method through which computation operates. Limitations, just as
with the previously discussed principle of universality, are
established at the conceptual level of the computing machine: they
are intrinsic to the axiomatic character of computational
formalization. Given the necessary provisions, the formal deductions
of computational systems nevertheless have been turned into
systems of unprecedented instrumental power. To the cultural
theorist, the philosopher and the artist, such mismatches and
ambiguities surrounding promises of delivery and potentials for
machine breakdown or misrecognition offer an equally finely
textured occasion for speculation, and are also one of the qualities of
computation gamed in the exercise of power.
7
Speeds
Art stages different relations to time: for instance, in the way a dance
slows, speeds, accentuates, draws attention to the minuscule or
raises it to the level of the cosmic. A relation to, modulation and
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creation of time and timings characterize a work and articulate its
mode of being in the world. Computational aesthetics enters into
relation with such articulation by intervening in time in certain ways.
The intensity of computational speed is characteristically
emphasized as being core to its novelty and to its world-making
capacities. When the audience is supposed to pay attention to a
rapidly unfolding complex process in the film The Matrix (1999), for
instance, the scene is rendered to film in great slowness, as if to
suggest that, in order to yield something comprehensible to the
human sensorium, what passes in less than a moment in
computational terms must necessarily be drawn out over minutes.
Computational speed is thus about experiential intensity as much as
it is about strict measure; yet it is also about the mobile threshold of
the capacities of computing itself to structure its own modes of
existence. The speed of calculation of a computer was, from the very
outset, in monstrous disproportion to the capacities of humans, just
as machine weaving had been to the movements of earlier
generations of hand-weavers. This scale of disproportion is fluid, and
forms a complex set of texturing of expression that manifests in
anything from interaction times in musical instrumentation to
media-archaeological concerns regarding speed of execution or
bandwidth in the conservation of aesthetic objects.
This issue connects to a subsequent characteristic of speed within
computational aesthetics: its constructivist nature. As a consequence
of the UTM, the timing of many kinds of processes can be brought
about within the machine. Computing has no inherent ‘native’ speed
but provides means of staking out and arranging relations to speeds.
While intensification of speed is one mode in which computational
expression is staged, extension of a work over time is also a
significant tendency, especially in works such as Jem Finer's
Longplayer (2000– )25 and Gustav Metzger's proposed Five Screens
with Computer (1965),26 where the unfolding of a work is arrayed in
relation to monumental time. Finer's project, sited in London's
Trinity Buoy Wharf at the time of writing, assembles a system for
making a non-repeating piece of music play for a period of exactly
one thousand years. Metzger's plan was to erect a run of five 30-by40-foot panels of stainless steel 25 feet apart. Each panel would be 2
feet deep and constructed from 10,000 picture elements of plastic,
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glass or steel, each of which would be ejected over a period of ten
years, eventually resulting in the annulment of the work.
8
Scale
Scale effects are core to the development of computing in the present
era. By scale effects we mean the ways in which a specific kind of
structure or process can be instantiated both across a relatively small
number of instances and for a tendentially infinite quantity of them.
Systems designed to navigate and conjoin multiple scales, such as the
golden mean or Corbusier's Modulor,27 exist within numerous
aesthetic forms as a means of arranging elements or of making and
assisting a judgement about these forms’ efficacy or beauty.
Computing, however, allows for these systems of judgement and
composition to be integrated into the technology in which these
systems themselves are realized.
In systems such as the world wide web, limitations of scale due to
material considerations tend towards the negligible, resulting in the
use of the term ‘scale-free’ to describe the web's patterns of network
growth. The specific qualities of the scale-free nature of such a
system contrast with other aspects of computational aesthetics. This
is due to the quality of universality of systems such as finite state
machines, which have a very small scale that can exist alongside
systems of larger scales. Most notably, however, there may be
transitions across the scales. A multitude of small-scale finite state
machines, for instance, can be conjoined in order to generate a
system of great complexity that can be described as scale-free.
Computational aesthetics, then, includes, as a core constituent, the
movement in and out of scalar reference. Concomitantly, the
tendency towards a scale-free aesthetics in certain works operating
on the basis of these networks can be observed and is to be expected
in the future.
The scale-free nature of certain computing forms is coupled in
dynamic ways with currents such as globalization, which was
explored in early internet art by Shu Lea Cheang in Net Nomad
projects such as Buy One Get One.28 Artists such as Ai Weiwei have
used this condition in creating a global constituency for their work,
in a period in which the artist – perhaps due to the demise of the
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P. 171
reputation of figures such as the politician and banker – also
becomes a potential candidate for the role of ‘moral hero’. Other
artists, such as The Yes Men, Übermorgen or Paolo Cirio have used
the unstable conditions implied by these scale-free networks and
globalization as a departure point for exploring sociotechnical
expressions of networked forms as they mesh with various political
and institutional configurations. 29 Paolo Cirio's loophole4all.com,30
for instance, is a website and service that allows users to select the
names of tax avoidance entities nominally framed as companies or
trusts legally located in the Cayman Isles. Once these entities are
selected, since they need to keep their status shady, the project
suggests that their names and tax-free status can be used for
invoicing by citizens, thus ensuring the same fiscal opportunities to a
wider range of users.
The question of scale is also linked to the development of platforms
for cultural expression, since the potentially scale-free nature of a
project in technical respects aligns with the capacities of expression
of specific social and cultural forces and the individual histories
embedded in them. The development of platforms such as the video
analysis and combination site Pad.ma (2008–)by a coalition of
groups based in Mumbai, the early picture-sharing platform Nine(9)
(2003) or the text discussion site aaaaarg.org,31 in their
combinations of invention and specificity and their amalgamation
with other groups, histories and resources, exemplifies such a
condition.
9
Logical equivalence
In earlier discussions of digital media much attention was paid to the
question of whether a particular experience or thing qualified as
‘real’ or as ‘virtual’. Recognizing the medium specificity and the
constructivism inherent in computational aesthetics suggests that it
might be more fruitful to pay attention to the discussion of forms of
logical equivalence.
A system can be said to be logically equivalent to another if it yields
the same behaviours and functions, independent of each system's
underlying material structure. Logical equivalence is a quality that is
foundational to computing as a thought experiment, arising out of
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the need to equate computing activity with the mental processes of a
person. Alan Turing describes the procedure of making a calculation
as a series of mental processes and note-making, abstracting the
procedure to a formally describable set of steps that can then be
instantiated in a machine.32 The result is an axiomatic procedure
that can be universally applied to any computable problem (the a
priori limits of the axiomatic procedure itself, however, remain
intractable). Simulation is one effect of establishing logical
equivalence between systems. An entity or process may be ordered in
such a way that it is rendered more or less behaviourally identical to
that which it models. At the same time, there may be play within the
kinds of equivalence that are operative. At a certain scale, for
example, a system may display logical equivalence to another, yet be
composed of substantially different materials. There may also be
interplay with the subjective experience of each different
instantiation of a logically equivalent event or performance. The
musicological concept of interpretation may be pertinent here. The
translation of behaviours and entities from other contexts into
computational ones implies an evaluation of what constitutes
meaningful forms of equivalence and thereby the intensification of
aesthetic, along with ethical, judgements. The interplay of these
conditions has proven to be very fertile ground for exploration for
many artists.
In his ongoing Status Project,33 for instance, Heath Bunting sets out
to establish a logically equivalent description for the process of
attaining membership of various kinds of social formations (such as
nation states or video libraries). Being a certain age, having an
address, having a name, being able to produce and refer to other
specific documents: by following certain set and delimited
procedures, one may acquire a position that can be computed as
verifiable within a logically describable system of veridiction, a
statement that is true according to the worldview of a particular
system.
The condition of logical equivalence has also driven much work in
the field of bio art, where the reduction of the characteristics of DNA
to its base pairs TCAG (T = thymine; C = cytosine; A = adenine;
G = guanine) allows for the re-articulation and the handling of the
amino acids that they signify and partially render tractable. In the
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project The Xenotext, the poet Christian Bök exploited this context to
encode a short poem in a bacterium that would in turn produce
readable protein, via the use of Bök's interpretative system, the
Chemical Alphabet, as further fragments of poetry.34
10
Memory
Within computing, the fact that both data and the instructions that
act upon that data are stored as data has significant consequences.
Not the least of these is that, since a computational machine can be
completely copied with great ease under the conditions of logical
equivalence, the conditions for an effective digital commons can be
produced. The fact that both a computer and the data that runs on it
(including the operative and executable data software) can be copied
creates interesting situations in politics and economics, situations
that also have consequences for art and contribute to the social and
economic force of computing at large.
Memory also introduces other conditions and forms of
computational aesthetics: possibilities both for all actions and
interactions to be logged in order to be restaged or analysed, and,
within different configurations, for the (partial or full) reversibility or
irreversibility of an action. Moreover, memory presents conditions of
delay and storage, so that an event may unfold in computational time
at a different moment. Related to the question of speed, time – as it
manifests in the interrelation between processing and storage and in
the interaction between the computational system and a subject,
such as a musician, dancer or gameplayer – becomes a crucial factor
in the developments of the aesthetic modality of both specific
systems and computational systems as a whole.
Memory, understood as the extent of the capacity to process data,
also has significant effects for digital art. These effects are readily
observable in 8-bit aesthetics,35 where constrained data
architectures are adopted or simulated for the pleasures of their
nostalgic and simplified forms. However, they can also be seen in the
use of any constrained computing system – that is to say, any at all.
We can also argue that memory is exemplified in an interplay
between learning and the relentless lack of it in computing. Kryštof
Kintera's human-scaled robot Revolution (2005)36 beats its hooded
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head endlessly, over and over, against a wall. This is not a generative
error, as a glitch would be, but a machinic ability to repeat without
recourse to reflection.
If – Then
At this point any reader will probably have added some other aspects
of computational aesthetics to this list. Our aim is not to be complete
here. Indeed, part of the question of the aesthetics of contemporary
digital media, particularly as they are developed by artists, is to
advance and proliferate frameworks for recognizing further modes of
existence for the computational. The task of doing so is a collective
one, and cannot be reduced to a schematic list of qualities, or to a set
of conditions imported into art directly from an understanding of
different forms of computer science. Once again, we would like to
stress that computational aesthetics, and the immanent investigation
of it, reside in the computational event. Computing and its aesthetics
are no longer ‘owned’ by the disciplines and fields that grew up
closely in and around it. The computational mundanity of everyday
objects and processes, as well as the more explicitly critical and
speculative modes of computational forms, may be interrogated by
means of the characteristics that we have discussed here. At the same
time, the nature of the computational may be changed altogether by
bringing more conditions and forms of existence into its purview. All
of this together, along with the very flexibility of computational
reality, means that these considerations can only ever be a
provisional and partial mapping. There is much to invent and to be
dazzled by, much texture to be found. One might also discover a
strange, dull, as yet unnameable familiarity in certain repetitions and
compulsions that may indeed travel unremarked from art
installations to office work and social forms. To go beyond such a list
means to engage in a preliminary process of recognizing and
operating the aesthetic dimensions of computation. As critical
experimental work moves more substantially in this direction, the
force and method of computation may become more open to
understanding, discovery and invention.
References
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 175
aaaarg.org, http://aaaaarg.fail
Beige, http://www.post-data.org/beige
Beige, Super Abstract Brothers, 2000, http://postdata.org/beige/abstract.html
Christian Bök, The Xenotext, 2011,
http://www.poetryfoundation.org/harriet/2011/04
Bossa Studios, Surgeon Simulator, 2013,
http://www.surgeonsimulator2013.com
Heath Bunting, The Status Project, 2005–,
http://status.irational.org
Gregory Chaitin, Meta The Search for Omega, Peter N. Nevraumont
Books, New York, 2005.
Shu Lea Cheang, Buy One Get One, 1997,
http://www.ntticc.or.jp/en/archive/works/buy-one-get-one
Paolo Cirio, http://www.paolocirio.net
Paolo Cirio, Loophole for All, 2013, http://loophole4all.com
Martin Davis, Engines of Logic: Mathematicians and the Origin of
the Computer, W. W. Norton, New York, 2000.
Gilles Deleuze and Félix Guattari, A Thousand Plateaus: Capitalism
and Schizophrenia, trans. Brian Massumi, Continuum, London,
2004.
Jem Finer, Longplayer, 2000–, http://longplayer.org
Simon Ford, ‘Technological Kindergarten’, Mute, 1:26 (4 July 2003).
Matthew Fuller (ed.), Software Studies: A Lexicon, MIT Press,
Cambridge, MA, 2008.
Olga Goriunova, Art Platforms and Cultural Production on the
Internet, Routledge, London, 2012.
Clement Greenberg, Art and Culture, Beacon Press, New York, 1961.
Félix Guattari, Chaosmosis: An Ethico-Aesthetic Paradigm, trans.
Paul Bains and Julian Pefanis, Power Institute, Sydney, 1995.
Graham Harwood, London.pl, 2004,
http://www.mongrel.org.uk/londonpl
Graham Harwood with Mongrel, Lungs (Slave Labour), 2005,
http://www.mongrel.org.uk/lungszkm
Jana Horáková, ‘The Robot as Mitate: The Media Specific Aesthetic
Analysis’, in Device_Art, Kontejner, Zagreb, 2012.
Le Corbusier, The Modulor: A Harmonious Measure to the Human
Scale Universally Applicable to Architecture and Mechanics,
Birkhauser, Basle and Boston, 2004.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 176
Lev Manovich, Software Takes Command, Bloomsbury, London,
2013.
Humberto Maturana and Francisco Varela, The Tree of Knowledge:
The Biological Roots of Human Understanding, Shambhala, Boston,
1992.
Mongrel, Nine(9), 2003, http://www.mongrel.org.uk/nine
Pad.ma, 2008–, http://www.pad.ma
Yuri Pattinson, ‘e ink pearl memory’, in Tom Clark, Rozsa Farkas and
Harry Burke (eds.), Arcadia Missa Open Office Anthology, Mute,
London, 2013.
Piratebyrån, http://piratbyran.org
David Rokeby, http://www.davidrokeby.com
David Rokeby, N-Cha(n)t, 2001,
http://www.davidrokeby.com/nchant.html
Bernard Stiegler, ‘Die Aufklärung in the Age of Philosophical
Engineering’, Computational Culture, 2 (2012),
http://computationalculture.net/comment/die-aufklarungin-theage-of-philosophical-engineering
Alan M. Turing, ‘On Computable Numbers, with an Application to
the Entscheidungsproblem’ (1936), in Turing, The Essential Turing,
ed. B. Jack Copeland, Clarendon Press, Oxford, 2004.
Übermorgen, http://www.ubermorgen.com
Yes Men, http://www.yesmen.org
YoHa, with Jean Demars, Coal Fired Computers, 2006,
http://yoha.co.uk/cfc
Notes
1 Clement Greenberg, Art and Culture, Beacon Press, New York,
1961.
2 Matthew Fuller (ed.), Software Studies: A Lexicon, MIT Press,
Cambridge, MA, 2008.
3 For instance, Bernard Stiegler argues that the irreducible
ambivalence of technological rationality is altering all forms of
knowledge, and thus ‘we must learn to think and to live
differently’ (‘Die Aufklärung in the Age of Philosophical
Engineering’, Computational Culture, 2 (2012),
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 177
http://computationalculture.net/comment/die-aufklarungin-theage-of-philosophical-engineering).
4 Gilles Deleuze and Félix Guattari, A Thousand Plateaus:
Capitalism and Schizophrenia, trans. Brian Massumi,
Continuum, London, 2004, p. 7.
5 Humberto Maturana and Francisco Varela, The Tree of
Knowledge: The Biological Roots of Human Understanding,
Shambhala, Boston, 1992.
6 Although such conditions of internality and externality may also
be part of, or indeed be imperative in, aspects of the
computational method (as with the specific forms of modular
architectures, object-oriented environments, the limited modes of
abstraction layers such as interfaces, and so on).
7 The history of art is, in some respects, that of an interplay
between the abstract and the concrete, as they are understood and
made manifest by different means over time. In a sense, we live at
a moment in which the abstract itself, as a force and a method, is
understood to be of highly diverse character. The modes of
abstraction in art, having generated a history of significant range,
now also manifest this proliferation, the consciousness of which in
turn has its own effects.
8 Graham Harwood with Mongrel, Lungs (Slave Labour), 2005,
http://www.mongrel.org.uk/lungszkm.
9 Graham Harwood, London.pl, 2004,
http://www.mongrel.org.uk/londonpl.
10 YoHa, with Jean Demars, Coal Fired Computers, 2006,
http://yoha.co.uk/cfc.
11 Alan Turing, ‘On Computable Numbers, with an Application to
the Entscheidungsproblem’ (1936), in Turing, The Essential
Turing, ed. B. Jack Copeland, Clarendon Press, Oxford, 2004.
12 Martin Davis, Engines of Logic: Mathematicians and the Origin
of the Computer. W. W. Norton, New York, 2000.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 178
13 Beige, http://www.post-data.org/beige.
14 Beige, Super Abstract Brothers, 2000, http://postdata.org/beige/abstract.html.
15 David Rokeby, http://www.davidrokeby.com.
16 David Rokeby, N-Cha(n)t, 2001,
http://www.davidrokeby.com/nchant.html.
17 Bossa Studios, Surgeon Simulator, 2013,
http://www.surgeonsimulator2013.com.
18 Yuri Pattinson, ‘e ink pearl memory’, in Tom Clark, Rozsa
Farkas and Harry Burke (eds.), Arcadia Missa Open Office
Anthology, Mute, London, 2013, pp. 58–61.
19 Piratebyrån, http://piratbyran.org.
20 Here we are referring to the ‘ethico-aesthetic paradigm’ of
Guattari, who draws the expression from Mikhail Bakhtin, and
uses it to denote the way in which collective subjectivity can,
through the techniques and practices epitomized in (but not
limited to) art, constitute and project itself towards alterity and
heterogeneity. For Guattari, aesthetics has ethical and political
implications, in so far as ‘to speak of creation is to speak of the
responsibility of the creative instance with regard to the thing
created, inflection of the state of things, bifurcation beyond preestablished schemas, once again taking into account the fate of
alterity in its extreme modalities’ (Félix Guattari, Chaosmosis: An
Ethico-Aesthetic Paradigm, trans. Paul Bains and Julian Pefanis,
Power Institute, Sydney, 1995, p. 107).
21 Turing, ‘On Computable Numbers’.
22 Gregory Chaitin, Meta The Search for Omega, Peter N.
Nevraumont Books, New York, 2005, p. 30.
23 Lev Manovich, Software Takes Command, Bloomsbury,
London, 2013.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 179
24 This narrow or voluminous gap is, for instance, that occupied by
the discussions of so-called ethicists in their prevarications on the
operation of automated warfare, such as that carried out by
drones.
25 Jem Finer, Longplayer, 2000–, http://longplayer.org.
26 See Simon Ford, ‘Technological Kindergarten’, Mute, 1:26, 4
July 2003.
27 Le Corbusier's 1954 Modulor is a scale of proportions that was
based on the golden ratio and developed on the model of the
human body. Le Corbusier, The Modulor: A Harmonious
Measure to the Human Scale Universally Applicable to
Architecture and Mechanics, Birkhauser, Basle and Boston, 2004.
28 Shu Lea Cheang, Buy One Get One, 1997,
http://www.ntticc.or.jp/en/archive/works/buy-one-get-one.
29 Yes Men, http://www.yesmen.org; Übermorgen,
http://www.ubermorgen.com; Paolo Cirio,
http://www.paolocirio.net.
30 Paolo Cirio, Loophole for All, 2013, http://loophole4all.com.
31 Pad.ma, 2008–, http://pad.ma; Mongrel, Nine(9), 2003,
http://www.mongrel.org.uk/nine; aaaarg.org, http://aaaaarg.fail.
32 Turing, ‘On Computable Numbers’.
33 Heath Bunting, The Status Project, 2005–,
http://status.irational.org.
34 Bök, Xenotext.
35 Olga Goriunova, Art Platforms and Cultural Production on the
Internet, Routledge, London, 2012.
36 Jana Horáková, ‘The Robot as Mitate: The Media Specific
Aesthetic Analysis’, in Device_Art, Kontejner, Zagreb, 2012.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 180
8
Phrase
Matthew Fuller and Olga Goriunova
1
Different elements of the world make themselves available to
different perspectival operations. In the context of computational
and networked digital media, one of these has been the device
established in hypertext as the link. As realized in the world wide
web, the link mixes the orders of the semantic or linguistic and the
logical. A link asserts a relation between things and also makes one
happen. Because of its dual position, the link became a crucial means
of understanding and ranking websites and their relative
importance. Epitomized in algorithms such as PageRank1 or HITS2
or in software that mapped the topology of the web by such links,3
this understanding of the link allowed a further formalization of this
entity of dual character, a formalization that in turn created new
volatilities, opportunities and problems.
Our concern in this chapter is with a related entity of multiple
character that can be called a phrase. Phrases exist as conceptual,
technical and experiential entities in domains that are codified in
mark-up languages, choreography and linguistics, but which they
cannot be boiled down to. They operate as one of a series of microto-macro objects, entities in their own terms at a certain scale, but
also as mediations of part–whole relations. We see them as
articulating a crucial relation between the formal and the subjective,
between the logical and the experiential, between the numerical and
the gestural. That is, phrases are means of both understanding and
experiencing technosocial relations.
In this text we aim to focus on a particular kind of phrase: those that
exist in relation to computational systems and their users. Here,
phrases are entities that either individually or together participate in
technosocial processes. Just as certain software will view a website as
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a collection of links, certain perspectival operations may see phrases
simply as formally defined objects and couplings between them, but
they also provide the means for making connections with objects of
other kinds, to more elusively formalizable things and behaviours
such as conversational ruses or rhetorical manoeuvres, or as with
dance they may involve gestures.
Phrases can be largely technical (an algorithm, a comments facility
on a website, a filter in a sorting system, a means of gathering votes,
an interface element); can be bodily or performative (a gesture, the
provision of a mechanism); or can be both (the offering of a
microphone at a public meeting, the movement of a player-objectlogic-sound in the use of an electronic instrument such as Michel
Waisvisz's ‘The Hands’4); or they can be largely rhetorical or
experienced in language. In terms of scale, although we say that
networks are composed of phrases (phrases in software), phrases
themselves can be rather large-scale or micro-scaled, but they also
act momentarily to suture scales together or make them distinct. The
development of phrases allows for the possibility of opening up
intersubjective processes and the spaces for the articulation and
development of new ones. In such a context phrases can also act as
tools or vehicles for reflexive, performative, enactive, demonstrative
and experimental social research.
2
In dance, a phrase is often understood as a particular discrete
sequence of small movements that flows or stutters together to make
a whole, nested into or arrayed along with others between pauses:
the flowing arch of an arm in relation to the twist of the head; the
oscillations of the waist, buttocks, legs, back wineing to a beat
coming through a wall of speakers. In sound- and sign-related
sciences, a phrase is neither a sentence nor simply composed of
words. A sentence or collection of words does not necessarily make
up a phrase. A phrase can be a single word, consisting of a single
phoneme. Strictly speaking, within linguistics, a phrase is the largest
phonetic unity; it is a space in between pauses, a basic component of
speech.5 The defining characteristic of a phrase is intonation, which
is itself melody, rhythm and logic, among other qualities. Phrases are
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P. 182
performative and mixed with breathing too much to exist in
literature.
All that language-specific music and pulmonary excitation cannot get
away from sense. Such sense, though, is related directly to the
nonsensical, to beauty. A phrase can be a sticking together of words
that do not make the same meaning on their own; that is, it is
undecomposable; in such a case it can be called an idiom. Everyone,
and especially everyone different from everyone else, can make
idioms and produce a personal phraseology, so that a phrase is not
necessarily a basic universal component. At the same time, a phrase
communicates expressively, tastily, individually and illogically in the
context of a specific language and requires a device of distance in
approaching it in translation. Here, phrases are not bricks to build
larger constructions with, and they do not surround us in their nicely
ordered, gridded and ranked sextillions. A phrase is a lucky device; it
can occur, become fashionable or firm, or can dilapidate. It may last
only a moment.
In order to expand on this, it is worth noting a related development.
In recent theorizations of new media, particularly those coupled with
an interest in the articulations of the literary, attention is often paid
to the development of an appropriate unit of analysis that mixes the
cultural and technical in discussing the operations of computational
fictions, games, playable narratives and other such mechanisms.
Noah Wardrip-Fruin describes a series of these as ‘Terms for
Thinking about Processes’ and provides a useful overview of the
discursive current in proposing his own useful addition to the series,
‘operational logics’.6 Operational logics happen inside the black box
of computers, but are also manifest at the interface and in the
behaviours of objects. They form a rich processual vocabulary of
behaviours that game designers and writers work with. Examples of
operational logics from outside of games are edge detection in
picture editors, find and replace in word processors, or the
movement or generation of onscreen objects or interface sounds via
a relation between physical controllers and what is handled by them.
Operational logics are means by which we learn how a program
works, often by analogy with others, without necessarily reading the
manual, but they also contribute a lot to the feel of a computational
entity or operation. One of the gains to be made by the development
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of such terms is in being able to abstract a computational logic
without always having to drill down to the level of its specific
implementation. Thus, one can speak about software without
necessarily analysing code (although this may be essential in some
cases) and find a critical vocabulary more adequate to emerging
computational cultural forms.
Related to but distinct from this current of work there is also a
tendency in new media studies that aims to identify or invent distinct
units which can be strapped safely within a taxonomic framework of
meaningful units ordered into ranks and sets. Whilst it is not our
intention to suggest that such systems are not operative, particularly
in computing, such a normative aspiration is one that extends
beyond its capacity to describe or work with the ranges of material
aimed at, producing a skin, rather than the snake which shed it.
3
Mikhail Bakhtin's Toward a Philosophy of the Act is a useful point of
triangulation for what we are trying to devise here.7 This essay
establishes a means of understanding the interrelation between the
concrete real, or universal, as it is manifest in a particular moment
and the individual experience of that moment in historical,
subjectival terms. The first of these terms is understood as an
abstract scale, that of theory and ideas which move without the
necessity of modification from one instantiation to another. The
abstract scale of theory, however, is impossible without the other
term of experience, the historically actual deed of its actualization.
Each of these scales drives and shapes the other. Theory works by its
own autonomous laws, forcing consequences by the momentum of
its own inner logic, generating theoretical ‘subiectum’ or
consciousness that must be inhabited. Such a logic might perhaps be
found in numbers such as those generated as the Fibonacci series or
in reckoning Champernowne's number.8 At the same time, it is
impossible to inhabit theory without the contamination and
propulsion engendered by the other side of the dualism of cognition
and life. Life, which is always too complex for theory, is also what
occupies it, drives it.
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Bakhtin proposes a quality, answerability, with which to understand
the interrelationship of these terms: ‘the answerability of the actually
performed act is the taking-into-account in it of all the factors – a
taking into account of the sense validity as well as of its factual
performance in all its concrete historicity and individuality’.9 At once
ethical and aesthetic, answerability is one of the means by which
Bakhtin's work connects to that of those, such as Félix Guattari, who
later took it up, and related it to the machinic volition of functional
assemblages of partially incommensurable materials.10 Early on in
the text Bakhtin relates the scale of the concept, that of the
theoretical machine, to that of the ‘world of technology’ which is
driven by its own ‘immanent laws’ and has ‘long evaded the cultural
task of understanding the cultural purpose of that development’.11
The world of technology is kin to the abstract scale of the concept,
uninhabitable, and here it exhibits a tendency to evil. However, it
does not permanently lose an ability to live, be lived in and riven
with the lived experiences which in turn drive it. The scale of
abstraction, of scientific reason, has its own distinct modality, its
own patterns of accession, diminution or growth, but can also open
itself to the unity of life.
The world of cognition in this sense is distinct from Plato's idea of
the essences; it does not need to be discovered, but to be invented.
This theoretical world is composed of archipelagos of more or less
pure abstraction and reasoning, all of which are alien, provocative,
thrilling and incompatible with the historically situated, lively beings
who can think through, make real and therefore complexify this
uninhabitable, arid world and make it meet the unity of the real,
making it juicy, turning it into something else. Phrases are points at
which Bakhtin's world of technology commingles without merging
with that of emotional and subjective volition, with historical and
fleshy experience, to produce identifiable moments of transition
between the two, producing new elements which themselves cohere
to produce the technosocial and at the same time break up the idea
of the ‘concept without brains’, to capture it in their folds.
4
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P. 185
Whilst mathematically based network analysis has shown that
complex, large-scale networks, if that is what one is looking for, can
be elucidated across many material and social domains, most
researchers working in this area agree that a pressing challenge is to
find ways of tracing the articulations of such ‘line and dot’ networks
with more culturally, materially and socially complex forms of
understanding.12 Phrases make useful objects and methods of study
in relation to the larger scale of networks because they often provide
a point of indistinction between the technical and the social (and the
human). Equally, as phrases, they are in themselves distinct entities.
This means that they are, partially, alienable from their context, but
not too readily.
Phrases test the degree to which social dynamics in the context of
applications and social networking platforms undergo formalizations
of relation between people, ideas, objects and processes. They are
also a means of entering triggering and sensing into the grammars
and diagrams through which such technosocial dynamics can be
built, felt, understood and changed.
Michel Serres asks whether we can ‘conceive of an intersubjective
origin for simple machines’.13 We wonder how they emerge when
one or more of those entities has already gone over such a threshold.
Do phrases, as simple machines that cross from the human to nonhuman and back, emerge as a result of interactions between people,
or do they also function as attractors for certain kinds of processes of
subjectivation? How do they frame and induce certain kinds of
action, imaginary and agency, and how do such things also overflow
them?14 In an era when relatively crude social networking
technologies aim to diagrammatize and interpellate the social, and in
turn ask to be gamed and manipulated, this is a crucial question to
ask of software development.15
Phrases emerge from sociotechnical devices, in the contexts of
computer-mediated communications and in offline but partly
computational events. Phrases participate in building media
ecologies, connecting the gestural to the logical, the procedural to the
bodily, the formal to the informal, skills to structures. Phrases are
what work well in the performance of the world, but they can also be
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used to understand it. A couple of examples may serve to clarify what
we mean to indicate.
The IBM Votomatic voting machines, which became notorious
during the Floridian phase of the 2000 election of President George
W. Bush, exhibited what might be called a certain expressivity in
operation. The punchcard-based voting machines gave considerable
variation to the way in which a hole was punched in the voting card
to indicate the choice of candidate. The so-called ‘hanging chads’
were scraps of card that should have been punched out by the
machines, but which were left attached, rendering the card
nominally unreadable. This machinic gesture was carried out each
time as a phrase, sloppily, deftly, drawing on the kind of
humanization of error supposedly removed by the use of machines.
In this case, the phrase is certainly largely technical, but carries a
concatenation of relations to other kinds of judgement, action and
behaviour.16 Rather than being a singular unit of action
corresponding to an affirmation, the act produced a generalized,
perhaps targeted, doubt.
The People Speak is a company of artists, programmers, designers
and other people that develop events for ‘social decision making’.17
They mix formats adapted from TV chat and quiz shows with other
kinds of structures in order to produce readily understandable and
hopefully thus inclusive kinds of public forums. We have mentioned
that moving a microphone might constitute a certain kind of phrase.
One of their projects, Talkaoke, is ‘a mobile talkshow’ where ‘what
we're going to talk about is up to you’.18 The people who come and sit
round the portable, neon-lit circular table with a charismatic,
motormouth host in the middle are those who direct the
conversation. The host simply and skilfully picks up the pace,
provides a bit of tempo to its fast, multiform improvisation. One of
the key acts in this is the movement of the mic. The phrase that starts
someone's time to speak may include bending the arm at the elbow,
proffering the mic, making eye contact, uttering some words. It is a
phrase that says start, say something, seduce, shock, open your
mouth; it impels one to think, or to show that one is not thinking, to
take part in the game or get out. Its phrasing can be aggressive,
quizzical, eager, but it connects the user and interlocutor into a
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circuit of speech, into video (shown on nearby screens), into the
circulation of statements, jokes, questions, thoughts and phrases
made by others, and offers amplification.
5
A phrase is both steady and not-already-there, but the genesis and
usage of phrases are core to the operation of computational networks
as they increasingly entangle the social. Phrases make meaning but
escape full description; they are something that happens that makes
something happen; just as cards may be shuffled violently, elegantly,
with flair or clumsiness, data is sorted with greater or lesser concern
for time and resources. Depending on the algorithm chosen, such a
sorting process moves one entity about in different ways in relation
to others that are not simply equivalent to the fixed execution of
instructions, but imply something akin to a dance, where the parts
move according to a pattern, but one which is modified according to
the characteristics of those elements being sorted as they in turn
change the speed and order in which they are sorted. The phrasing of
Bubblesort, a slow sorting algorithm,19 is tellingly idiosyncratic. The
sorting process starts at the beginning of a dataset, swapping
neighbouring entities backwards and forwards according to whether
they are attributed a smaller or greater value (commonly numeric or
alphabetic), returning to the beginning of the dataset once each pass
has been made, until no swaps are necessary. The permutational
movement of such algorithms, the data they come into composition
with, the multiple systems they are embedded in are themselves
expressive; that is, they exude phrases.
A phrase, then, is not simply a cyborg event, mixing the technical and
bodily, formal and fleshy, into one entity of priorly parcelled human
and non-human which even when fused implies a dualism. In its
technosocial manifestation a phrase may encompass such parts, or
more, but is also special in its unity, in its force and performance at
multiple and tangential scales, and irreducible to any of them.
Experimental art practices, such as live-coding or the durational
ensemble performances of Shu Lea Cheang and Martin Howse,
establish themselves in part as effective collision sites for the
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P. 188
generation of unprecedented phrases experienced and endured by all
sorts of entity.20
Phrases can be mundane, functional or brilliant, but they are not all
units of the same order; in our proposition for the phrase as a device,
we think only in as much as we ask questions. How does a phrase
assemble itself to become a real unity of an order and ensemble that
are not predetermined? What does it yield to say that the
participative drive of its elements mingles together with the
technological and conceptual to be experiential? Taking part in the
world of mixed matters, a phrase appears as an aesthetic as much as
an ethical consideration. Aesthetics implies life and the generation of
experiences, the fundamental scale at which phrases are registered
and a crucial way to understand what makes a phrase a phrase – a
scale that also, like those of the architectonics of relations
established in rationally ordered conditions and of the experiential
or participatory, induces the need for an ethics.
The phrase acts, to come back to Bakhtin, in the space where we do
not know how to exist, where we are not, and where, nevertheless, we
are. Can we study such phrases, technical, computational, emotional,
formal, social, at the point of our existence, and not in the abstract
aftermath? What capacities would be required to think, interact and
act in terms of phrases where we are, and is such a domain
somewhere theory can go?
A phrase emerges at a moment of encounter as a force and a
formulation that makes a work, an object, real. As a phrase traverses
scales, every time along a new vector, making an ensemble come into
existence, it becomes key to experiencing and understanding the
genesis of the reality in question. The fabric of a phrase, however,
cannot be limited simply to its multiplicity. Drawing together
combinations of codes, forces, statements and energies without the
experiential and participative scales that a phrase takes can assist in
rather rich interpretative acts, orderings and games but does not
necessarily engender an insight.
Equally, it is not necessary that such an approach only has ‘intuition’
to rely on, leaving the material to speak to us in articulating its own
phrases. Such a constitutive suppleness, however, itself implies that,
in the search for ways to make sense of digital material and in
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allowing for the technical and networked to appear, we do not invent
a kind of re-calcified structuralism where all elements are readily
searched for and synthesized along the lines of something akin to
laws or look-up tables.
Tuning in to the scale, texture and experiential nature of a phrase
therefore implies an approach allowing a tenderly close reading, a
way of working with things that are materially rich but not
cumbersomely materialized, a proximity that requires the taking of a
distance sufficient to allow for the phrase to form and give itself over
without turning itself in.
References
Owen Astrachan, ‘Bubble Sort: An Archaeological Algorithmic
Analysis’, in Proceedings of ACM SIGCSE ’03, ACM, New York,
2003.
Mikhail Bakhtin, Art and Answerability: Early Philosophical
Essays, trans. Vadim Liapunov, ed. Michael Holquist and Vadim
Liapunov, University of Texas Press, Austin, 1990.
Mikhail M. Bakhtin, Toward a Philosophy of the Act, trans. Vadim
Lupianov, ed. Vadim Lupianov and Michael Holquist, University of
Texas Press, Austin, 1993.
Sergei Brin and Larry Page, ‘The Anatomy of a Large-Scale
Hypertextual Web Search Engine’, Computer Networks and ISDN
Systems, 30: 1–7 (April 1998), pp. 107–17.
David G. Champernowne, ‘The Construction of Decimals Normal in
the Scale of Ten.’ Journal of the London Mathematical Society, 8
(1933), pp. 254–60.
Shu Lea Cheang, Martin Howse et al., Moving Forest, Berlin 2008
and London 2011, http://www.movingforest.net
Florian Cramer, ‘Buffer Overflows’, in W. Sützl and G. Cox (eds,),
DATA Browser 4. Creating Insecurity: Art and Culture in the Age of
Security, Autonomedia, New York, 2009.
Martin Dodge, Cybergeography,
http://personalpages.manchester.ac.uk/staff/m.dodge/cybergeogra
phy
Ariel J. Feldman, J. Alex Halderman and Edward W. Felten, Security
Analysis of the Diebold AccuVote-TS Voting Machine, Center for
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 190
Information Technology Policy, Princeton University, 13 September
2006.
Félix Guattari, Chaosmosis: An Ethicoaesthetic Paradigm, trans.
Paul Bains and Julian Pefanis, Power Institute, Sydney, 1995.
I/O/D, I/O/D 4: The Web Stalker, http://bak.spc.org/iod
Roman Jakobson, Selected Writing. Vol. 1: Phonological Studies, ed.
S. Rudy, Mouton, The Hague and Paris, 1971.
Jon M. Kleinberg, ‘Authoritative Sources in a Hyperlinked
Environment’, Journal of the ACM, 46:5 (1999), pp. 604–32.
Amy N. Langville and Carl D. Meyer, Google's PageRank and
Beyond: The Science of Search Engine Rankings, Princeton
University Press, Princeton, 2006.
Maurizio Lazzarato, ‘Bakhtin's Theory of the Utterance’, trans.
Arianne Bove, Generation Online, http://www.generationonline.org/p/fp_lazzarato6.htm
D. R. Martin, Sorting Algorithms, http://www.sortingalgorithms.com
M. Newman, A. Barabasi and D. J. Watts, The Structure and
Dynamics of Networks, Princeton University Press, Princeton, 2006.
A. Reformatskii, Vvedenie v Jazykovedenie [Introduction to
Linguistics], Aspect Press, Moscow, 2000.
Michel Serres, The Parasite, trans. Lawrence R. Scher, University of
Minnesota Press, Minneapolis, 2007.
Talkaoke, http://talkaoke.com
The People Speak, http://www.theps.net
TOPLAP, http://www.toplap.org
Michel Waisvis, The Hands, http://www.crackle.org/TheHands.htm
Noah Wardrip-Fruin, Expressive Processing: Digital Fictions,
Computer Games and Software Studies, MIT Press, Cambridge, MA,
2009.
L. Zinder, Obschaja Fonetika [General Phonetics], Vysshaja shkola,
Moscow, 1979.
Notes
1 Sergei Brin and Larry Page, ‘The Anatomy of a Large-Scale
Hypertextual Web Search Engine’, Computer Networks and ISDN
Systems, 30:1–7 (April 1998), pp. 107–17. See also Amy N.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 191
Langville and Carl D. Meyer, Google's PageRank and Beyond:
The Science of Search Engine Rankings, Princeton University
Press, Princeton, 2006.
2 The HITS (Hyperlink Induced Topic Search) algorithm is a
forerunner of Google's well-known PageRank that sorts pages
according to their relative status as ‘hubs’ (links from) and
‘authorities’ (linked to). See John M. Kleinberg, ‘Authoritative
Sources in a Hyperlinked Environment’, Journal of the ACM, 46:5
(1999), pp. 604–32.
3 See I/O/D, I/O/D 4: The Web Stalker, http://bak.spc.org/iod,
and Martin Dodge's Cybergeography research page,
http://personalpages.manchester.ac.uk/staff/m.dodge/cybergeog
raphy.
4 Michel Waisvis, The Hands,
http://www.crackle.org/TheHands.htm.
5 Roman Jakobson famously worked on speech sounds and sound
systems of languages; see Roman Jakobson, Selected Writing.
Vol. 1: Phonological Studies, ed. S. Rudy, Mouton, The Hague and
Paris, 1971. See also L. Zinder, Obschaja Fonetika [General
Phonetics], Vysshaja shkola, Moscow, 1979; A. Reformatskii,
Vvedenie v Jazykovedenie [Introduction to Linguistics], Aspect
Press, Moscow, 2000.
6 Noah Wardrip-Fruin, Expressive Processing: Digital Fictions,
Computer Games and Software Studies, MIT Press, Cambridge,
MA, 2009.
7 Mikhail M. Bakhtin, Toward a Philosophy of the Act, trans.
Vadim Lupianov, ed. Vadim Lupianov and Michael Holquist,
University of Texas Press, Austin, 1993.
8 Champernowne's number was established in 1933 by David G.
Champernowne and consists of a decimal fraction in which the
decimal integers are concatenated as one number, in increasing
order, one term after another: 0.12345678910111213. See David G.
Champernowne, ‘The Construction of Decimals Normal in the
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 192
Scale of Ten’, Journal of the London Mathematical Society, 8
(1933), pp. 254–60.
9 Mikhail Bakhtin, Art and Answerability: Early Philosophical
Essays, trans. Vadim Liapunov, ed. Michael Holquist and Vadim
Liapunov, University of Texas Press, Austin, 1990, p. 28.
10 Félix Guattari, Chaosmosis: An Ethicoaesthetic Paradigm, trans
Paul Bains and Julian Pefanis, Power Institute, Sydney, 1995;
Maurizio Lazzarato, ‘Bakhtin's Theory of the Utterance’, trans.
Arianne Bove, Generation Online, http://www.generationonline.org/p/fp_lazzarato6.htm.
11 Bakhtin, Philosophy of the Act, p. 7.
12 See, e.g., the ‘Outlooks’ chapter in, M. Newman, A. Barabasi and
D. J. Watts, The Structure and Dynamics of Networks, Princeton
University Press, Princeton, 2006.
13 Michel Serres, The Parasite, trans. Lawrence R. Scher,
University of Minnesota Press, Minneapolis, 2007.
14 Florian Cramer, ‘Buffer Overflows’, in W. Sützl and G. Cox
(eds.), DATA Browser 4. Creating Insecurity: Art and Culture in
the Age of Security, Autonomedia, New York, 2009, pp. 45–51.
15 The critical analysis of software systems, in software studies and
elsewhere, is one place to turn for the development of such work.
Social networking sites are designed to probe, extract, invent and
analyse modes of interaction, a situation in which such sites also
develop both pre-emptive designs, anticipating use, and post-facto
designs, arising out of the non-standard usage of their resources
and mechanisms by users. Since we are no longer in the phase of
invention of such software but in that of its infrastructural and
strategic normalization, an understanding of the networks of
phrases meshing the interpersonal and the formalized needs also
to recognize the profound degree of serialization and repetition
involved, despite, and occasionally because of, the ways in which
it may still be lively.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 193
16 The electronic voting machines which largely replaced the cardbased ones in some cases were hardly less open to doubt; see Ariel
J. Feldman, J. Alex Halderman and Edward W. Felten, Security
Analysis of the Diebold AccuVote-TS Voting Machine, Center for
Information Technology Policy, Princeton University, 13
September 2006.
17 The People Speak, http://www.theps.net.
18 Talkaoke, http://talkaoke.com.
19 Owen Astrachan, ‘Bubble Sort: An Archaeological Algorithmic
Analysis’, in Proceedings of ACM SIGCSE ’03, ACM, New York,
2003. For a clear visualization of the working of common generic
sorting algorithms, see D. R. Martin, http://www.sortingalgorithms.com.
20 For live-coding, see the site maintained by a loose alliance of
live-coders, TOPLAP, http://www.toplap.org. For the
documentation of an event by Cheang and Howse, see Shu Lea
Cheang, Martin Howse et al., Moving Forest, Berlin 2008 and
London 2011, http://www.movingforest.net.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 194
9
Feral Computing: From Ubiquitous
Calculation to Wild Interactions
Matthew Fuller and Sónia Matos
In ‘The Coming Age of Calm Technology’, Mark Weiser and John
Seely Brown are clear in their assertions that what really ‘matters’
about technology is not technology in itself, but rather its capacity to
continuously recreate our relationship with the world at large.1 Even
though they promote such an idea under the banner of ‘calm
technology’, what is central to their thesis is the mutational
capacities brought into the world by the spillage of computation out
from its customary boxes. What Weiser and Brown's work tends to
occlude is that in setting the sinking of technology almost
imperceptibly, but deeply, into the ‘everyday’ as a target for
ubiquitous computing, other possibilities are masked; for instance,
those of greater hackability or interrogability of such technologies.
Our contention is that making ubicomp (ubiquitous computing)
‘seamless’2 tends to obfuscate the potential of computation in its
reworking of computational subjects, including societies, modes of
life, and interrelations with the dynamics of thought and the
composition of experience and understanding.
Even though we recognize the bifurcation of ‘calm’ technology into
new feral logics, ubicomp's development – through techniques of
identification, naming, tracking, sorting, monitoring and responding
– has been precipitated, if not always inspired, by a research agenda
inherited from military programmes inaugurated during the Second
World War and after.3 This same ‘military’ heritage continues to
define much of the research agendas of significant academic and
industrial institutions, directly influencing their epistemological
orientations. Doing ‘calm’ requires, then, an overemphasis on the
machine, keeping the deployed human component stable and
unexcited and focusing essentially on the development of
frameworks that in turn calmly interpret and act on the calmed user.
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Such an approach can be seen to operate in opposition to a deeper
understanding of human–computer symbiosis, one that may even
step out of this dyad to engage with a wider understanding of
systems and ecologies. What is crucial to recognize here is that this
agenda, infatuated with an ontological positivism simple enough to
teach a machine, establishes distinct conceptions of ubiquity that
ramify into computational technology, human action and cognition
and the environments in which these occur. As it stands, many of the
problems experienced by ubiquitous computing as a progressive
research programme can be found in the reliance on such an
ontology and its apparently stable concatenations of
misidentification and mismatched response, delimiting the potential
of new logics into simplified models of calculation.
Despite its partial ‘military’ heritage, ubiquity is effectively
bifurcating from this calculative approach, challenging much of the
practice of computer programming and other layers of the ordering
of computers, now diversified by networks, embedded systems, new
graphical user interfaces, the world wide web and wireless devices,
networks of sensor-actuators, and the multiform variations
introduced to computing by its deep embedding in the social,
technical, biological, aesthetic and political dimensions of life. This
renewed context has, particularly within the field of computer
science, shifted from a view of ‘computation as calculation’ to one of
‘computation as interaction’,4 deviating from the core of its firstorder programming philosophy, from computation as ‘number
crunching’ to an object-based and distributed approach.5 The growth
of computation into a new, feral state has also affected the ways in
which user relations within artefactual ecologies can be understood,
extending previous research frames. Here, the emphasis on the ideal
of ‘computation as calculation’ has not only affected the field of
computer science, but also influenced the field of cognitive science6
and those concerned with computation as metaphor, instrument,
field or infrastructure.
Once again, ubiquitous computing and its propensity for distribution
as part of environments, opening new space for variable kinds of
users and contexts, has shifted the idea of cognition as analogous to
the workings of computational devices to an idea of cognition as
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situated, embedded and distributed. This idea has much in common
with what Heinz von Foerster and others named ‘second-order
cybernetics’.7 Indeed, amongst other contexts, this field has a lasting
influence, or even undergoes a revival in contemporary
computational design laboratories, as for instance in the
development of robotics.8 One of the main goals of second-order
cybernetics was the attempt to study complex systems, including
humans and machines, under a new light, attending in particular to
the way in which they formed patterns of reflexivity, gained a
recursive sense of self and of the wider processes which that self cocomposed. Crucially, they also emphasized the study of systems that
are analytically indecomposable, such as memory, or which grow as
part of a ‘conversation’ or other form of structural coupling,9 making
the distinction between subject and object, observer and the
observed, simply a neat, but disabling, perceptual gimmick.
One of the founders of the cybernetics movement, Norbert Wiener,
posed the need to interlink the new worlds of ‘automata’ with distinct
social interests and concerns, where the decentralization of authority
should accompany the decentralization of computation.10 This
project would soon be obfuscated by scientists such as John von
Neumann, whose vision of their use tended to relegate
computational power exclusively to the interests of the military and
industrial establishments. This limitation was inaugurated at the
same time cybernetics disengaged from domains – unfortunately –
characterized as ‘humanist’, finally closing the computer into itself.11
As a consequence, the inherited ‘military’ agenda has contributed to
the divide between cultural approaches to technology and the means
for a technical imaginary on the one hand and those that characterize
themselves as ‘scientific’ on the other. Today, an expansion of the
scope of interdisciplinary approaches within the distinct domains
that study human–computer interaction and computing cultures
more widely are moving towards a potential reversal of this ‘trend’.
Here, ubiquitous computing has played a decisive role. Its propensity
for distribution throughout the environment has opened space for a
new range of contexts, users and artefacts, raising new, complex
questions that extend beyond the premise of perfecting artificial
intelligence. What once was the concern of an engineering-driven
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discipline is now delivered to a wider field of intelligences and skills
beyond any discipline.
Interaction: The Extension of Computation
beyond Calculation
Both the fact and ideation of ubiquitous computing and its
characteristic embeddedness have driven the need for an exploration
of new human–computer relations, shifting the research motto from,
in one description, ‘proactive computing’ to ‘proactive people’.12 The
shift arises not only from a new conception of human–machine
symbiosis – of the sort originally theorized and supported by
Licklider,13 towards mutual proactivity – but also from a challenge
from within the field of computer science itself. Essentially, this shift
has been accompanied by a transformation of the understanding of
what computation is and how it might be done, dislodging from a
model where computation is seen as a series of fixed functions that
are outlined to achieve a certain specified goal. Computation as
something ‘centralized, sequential and result-oriented’, and
primarily focused on the execution of calculation, moves tentatively
or eagerly, but perhaps inexorably, towards an understanding of
‘computation as interaction’.14 Here, dynamic relations become key.
A computation does not simply equal the achievement of a result,
measured by an ever-increasing metric of acceleration towards that
result, but tends towards a collaboration with the user or other
elements in a wider ecology, understood through a connective
multiplication of the capacities of each entity in the computational
composition.
Where the ‘calculative’ approach has persisted in the disavowal of
computational artefacts beyond their formal description as
variations upon calculus, it has also tended to make difficult or to
prevent the recognition of any external influence or of the multilayeredness of computational situations. Concerning the
embeddedness of computational gadgets throughout the
environment, it has particularly influenced the ways in which certain
dogmatic computational frames have pushed forward ‘resultoriented’ rather than ‘process-oriented’ programming styles.15 Such
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imperatives have often dissuaded engaged professionals from
elaborating any form of ‘computer criticism’ that could provide a
richer frame for understanding computational artefacts and their
contexts.16 At the core of such reluctance sits the bulk of our
conceptions concerning the practice of programming, ideas that are
embedded in strong cultural formations of thought and rationality.
An example that throws light on both epistemological styles and their
consequences for computation, the Logo programming environment
for children – a pioneering project of its kind – was built upon the
recognition that many computational environments, for the purpose
of education, still preserve canonical dogmas, such as the fixation on
outcome or result achieved by predetermined means. On the
contrary, the Logo environment has shown that many children
favour a style that contradicts the formal canonical one identified
with planning and reasoning, opting for a more ‘intuitive’ mode.
Both are conceptually valid.17 The example of Logo is problematic in
the sense of its limited domain of actual use, but the way in which it
opened the possibility for different programming idioms to come to
fruition and to be recognized as being idiomatic, with different
perspectival weightings and affordances, is significant. Today,
different programming methodologies, scripting environments and
frameworks, and the increasing sense of coding and computation as
part of popular cultures and interesting subcultures, open
computation to a multiplication of conceptual and idiomatic
registers.18
In fact, such conceptions of programming based on ratiocination
have a long history in the development of the computational field
itself and find their philosophical origin in a historic battle between
rationalists and empiricists, from Descartes’ figuration of reasoning
as the base of existence, followed by Kant's denial of the contingency
of true knowledge, to those contemporarily who, in their most useful
formulations, find the rational folded into and entangled with the
aleatory, intuitive and experiential in ways that defy the capacities of
expectation of either model. Still, much of modern Western science
has been influenced by rationalist mathematical modes of thought,
and even more intensified by the successes of technological
development, faith in the dependency of such rationality, and a
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corresponding ability to recognize a world which is increasingly
reformatted into its own image.
The history of Western thought, however, is also a history of
successive collapses of total formalizations.19 Kurt Gödel's
‘incompleteness theorem’ that exposed the fissiparous faultiness of
rationalism when turned upon itself is only an example, but a crucial
one in the history of computing. The thesis opened the way for a new
epistemological agenda where the idea of incompleteness would
prevail, a decisive element in bringing the paradigm of interaction
centre stage for the development of computing. Alan Turing
famously took up Gödel's theorem and in 1936 published a paper ‘On
Computable Numbers, with an Application to the
Entscheidungsproblem’, showing that mathematics could not be
completely modelled by computers. However, whilst they
acknowledged the foundation of the Turing Machine in the tracing of
limits to computability, computer scientists at large adopted it,
providing a seductive model with which to address problems.
Computer science took the transformation of ‘inputs into outputs’ as
a defining characteristic of computation, a transformative process
already known to the mathematical field and best described by
formal algorithmic operations.20
Approaching the 1990s, computer science faced new challenges.
With a new logic of ubiquity, from the world wide web to wireless
devices, phones and other more cranky assemblages, new questions
appeared. Logical-axiomatic transformations (as understood through
the ‘inputs into outputs’ of the Turing Machine) as the sole answer to
computational problems – those problems to which computing was
addressed and distinct, therefore, from ‘computable’ ones – would
no longer suffice. By that time, many already felt the need to extend
computation into new paradigms, as the novelty of machinic
formations evolving out into diverse ecological conjunctions allowed
the exploration of, for instance, physical effects rather than solely
logical ones. Today, one result of this drive is the development of
interactive-identity machines, simple transducers characterized by
non-algorithmic behaviour that use the computing power available
in the surrounding environment, replacing mathematical reasoning
with empirical development.21 Here, the new interactive paradigm
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appeared the most attractive, since it not only best explicated
possible relations with ‘real’ environments that could not be
completely predetermined by a list of configured inputs, but also
provided the best extension for the already achieved capabilities of
the Turing Machine. The twist was that the ‘incompleteness’ now
supplied by the interacting environment is a feature that is not under
the machine's control or not integral to its axiomatic nature, but
generated out of its points of (intensive and extensive) conjunctions
with the world.
Engaging in a constant switching back and forth between the figure
and ground of computation in the machine, and in the potential for
computability within the environment, the new interactive ecologies
could not rely on formal computable algorithms. There was an
increasing demand for the development of new dynamical models to
new interactive algorithms,22 extending to computation beyond
calculation. Most importantly, interactive computing allowed the
necessary resistance to the canonical style, rejecting computer
science's military legacy, finally leaving space for a new
epistemological orientation. Of course, it is not that suddenly a
computer becomes something more than a technically describable
object; rather, the computer was turned inside out, with its processes
and affiliations routing themselves through non-computable
processes producing new moiré patterns of resonance, interaction,
and interference.
The Interactive Paradigm: A Cybernetic Revival
We can also trace the origins of interactive approaches to the Macy
conferences held between 1946 and 1953 in New York, when a group
of researchers met with the goal of discussing ‘Circular Causal and
Feedback Mechanisms in Biological and Social Systems’. Here, the
term ‘cybernetics’ was taken on, following the title of mathematician
Norbert Wiener's book on control and communication.23 Two of the
interdisciplinary researchers present – Wiener and
neurophysiologist Warren McCulloch – inaugurated what later
became characterized as the ‘first-order’ cybernetic movement. The
research motto was the idea that the dynamic entities which
maintain certain kinds of consistency over time, such as the human
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 201
nervous system, can be characterized by internal feedback processes
that maintain constant stability.
Part of the research agenda of cybernetics was an emphasis on
interdisciplinary applicability through the creation of metacategorical concepts, such as feedback, that crossed both living and
non-living entities. Cybernetic approaches, based on powerful
degrees of abstraction, were later applied to the development of new
kinds of artificial intelligence, now retrospectively framed by a
connectionist approach that emphasized structures of simpler but
interconnected neural units instead of intelligence deriving from one
main central processor.24 This bottom-up approach was applied to
both machinic computation and human cognition. Aspects of this
approach are paralleled by what is often recalled as second-order
cybernetics, epitomized in, but not limited to, the work of physicist
and philosopher Heinz von Foerster and participants in the
Biological Computing Lab at the University of Illinois. Whilst
second-order cybernetics is characterized by finding ways in which
feedback loops travel outside of the boundaries of an entity, affecting
its behaviour in reflexive and non-determinable ways, von Foerster
introduced the idea of subjective dynamic construction into the
complex web of feedback loops within a given system. This abstract
framework relocates the position of the observer or agent of a given
system into its dynamics. If for first-order cybernetics the agent was
decoupled, with second-order cybernetics this would no longer be
possible. Such a position re-describes, with a different scale of
reference, the relevance of situating computational artefacts as
‘external scaffoldings’,25 where agent and environment are no longer
fully separated but mutually articulating.
In more recent times, there has been a growing interest in using von
Foerster's ideas in the field of robotics. Key factors have been the
importance of environmental situatedness and non-representational
embodiment as the driving forces in the development of intelligent
behaviour. Additionally, second-order cybernetics opened the door
for what later would be called a ‘dynamic systems theory of
cognition’ and the ‘enactive theory of perception’.26 For both,
cognition is a highly interactive process where agent and
environment have important and active roles. Building on, but also
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questioning, earlier theories of environmental perception, such as
those of James J. Gibson,27 which are well known in design, a
dynamic systems theory of cognition recognizes the importance not
only of the relation between an agent and its environment, but also
of the ‘state-space’ that relates such entities and the permutations of
actions that compose them. ‘Enactive perception’ recognizes the role
of embodiment in the process of cognition; the agent only perceives
to the extent its perceptual system enables. For both approaches,
cognitive processes are determined by agent–environment coupling
dynamics.28 Reality is no longer an established edifice; rather it is
subject – but not reducible – to an individual's interpretation. In the
case of research performed within ubiquitous computing and its
dependence on artefacts that track, monitor and respond to a set of
human activities, the idea of agent-based reality puts in question,
once again, the idea of a predetermined computational entity.
The transformation of computation from calculation to interaction is
also in direct relation to the development of some of the main ideas
developed by von Foerster, Gordon Pask, Gregory Bateson and
others associated with second-order cybernetics. Turning
intelligence inside out, this model opposed the idea of simple
internal representation, proposing instead one of external and
distributed pragmatics working with affordances. Such conceptions
have in turn influenced computation itself, recomposing the idea of
programming as a bottom-up process, a move that returns to
influence ideas about intelligence as something being sited in the
‘head’,29 tending instead to view it as an emergent quality depending
on high levels of interaction. Again, there are strong levels of
filiation: the bottom-up model was first developed by cyberneticians
such as Wiener, based on corresponding connectionist approaches to
cognition. Second-order cybernetics challenged this view, by locating
the agent in relation to the same system,30 further promoting a
‘constructivist epistemology’ where the observer, perspectively and
enactively, constructs her own experience and cognition becomes a
continuous dynamic process.
At this point, what is relevant to acknowledge is that a new
conceptual approach to the materiality of the world is also devised:
firstly, by providing means of recognizing the position of both agent
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 203
and environment in a complex dynamic ecology, where the
extensions or limits of either are not clear cut, or are rendered
effectively meaningless; secondly, by providing means of abstraction
in which behaviours and patterns that cross categorically distinct
entities can be recognized. Finally, it was one form of thinking, based
strongly in practice, which opened up to hybrid insights into forms of
life, providing a new methodological approach when researching the
‘social’ and the ‘natural’,31 or rather, with equal apprehension of
their inadequacy as terms, the ‘natural’ and the ‘artefactual’.
Concerning the design of computational artefacts, such an agenda
presupposes the relative importance of both user and artefact, now
appearing in the light of more tricky, multivalent relations, and it
also presupposes that the user is as much responsible for, or at least
implicated in – in multiple, non-predictable ways – the construction
of their own artefactual ecology. Such a constructive process calls for
an approach that places computation in a new light, re-emphasizing
the importance of a research agenda that marks the expansion of
computation through distinct layers of interactivity. This entails a
transformation, not only for computer science itself, but also in the
conception of new computational artefacts and environments.
The implication of the user in the expanded computational
environment is, however, not a story of simply unfolding
opportunity. The history of cybernetics is one both of systems of
control and of a mode of understanding and synthesizing systems of
recursive self-organization. A society of extended interaction is
certainly being put in place; the computer has spread out into the
world; computation is enfolding itself into all layers of life; but in
many cases this is as systems of control. Writing from an island
whose society puts more faith in surveillance cameras than in the
citizens they watch, we have no reason to welcome the spread,
distributed or open arms of control. Instead, we might usefully look
towards coupling an understanding of interaction with a critical and
inventive politics. As an applied science, cybernetics became in part,
like early strains of human-computer interaction, a means of
integrating humans with machine systems or those of the poetry of
management.32 In the 1980s, one of the resulting figures, that of the
cyborg, became the subject of wry critical celebration, most famously
in the work of Donna Haraway.33 The current wave of re-
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P. 204
engagement with cybernetics tends to emphasize not so much its
application in systems of control as its empirical work amongst
epistemic questions with the production of experimental devices.34
From Cybernetics to Interactive Designs
Such epistemic questions have instigated the need to understand
interactive technologies in their actual use, blurring the modern
divide of the ‘social, symbolic and subjective from the material, real,
objective and factual’,35 avoiding any absolute bifurcation of
interaction between users and artefacts and the relations between
them. This has been the true contribution of the field of participatory
design, one that opened the field of computation, finally setting up
the interactive paradigm to reach out into the ‘situated, interpretive
and messy’ aspects of human nature.36 Forms of participatory design
have long questioned modernity's formalism and rationality, as
grown in the research edifices of the Second World War and beyond;
participatory design has questioned computer science's simply
formal approach and the rational structuring of cognition by
incorporating user and environment, cultural, economical and
political contexts. In this sense, participatory design makes possible,
if it does not always deliver, a ‘third and hybrid space’37 between
users and artefacts, inaugurating a dialogical plane for action. As in
‘distributed cognition’,38 both user and artefact come to play
determining roles in the mix of effects and interactions with the
explicit recognition of the processes of thought in relation to design.
For designers at large this is of substantial relevance, since new
forms of computation are bound up with the encouragement of new
forms of sustainability, development and experimentation. Such
considerations are especially potent when we consider the contexts
in which users and technologies are embedded, and the variable
kinds of access different users have today to the panoply of
computational artefacts, processes and services.39
In this same context, it seems pertinent to attempt to consider
innovation. Here, the ideal still ostensibly driving most technological
research agendas is dictated not so much by innovations any more,
but instead by uses or even misuses.40 For this same reason,
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participatory design philosophy and methods have been taken on by
some companies and in the development of user-centred approaches
to innovation.41 Its principles have been applied, in different
interpretations, in a number of ways and sites ranging from the
development of industrial artefacts to that of software. However,
these are not without their problems. Improvements that only travel
inwards to a company will soon make users rightly cynical. The
world of marketing is not innocent of simulating ‘demand’ in order to
generate it, and interaction will inevitably face many kinds of
shaping by interested parties and social and libidinal forces.42
Nevertheless, distributed innovation as it articulates the reflexive
extension of interaction is a potent feral force that proliferates on the
outskirts of policies and regulations, amongst distinct communities
of users/designers, and is also brought to the core of others. This
same shift has provided a new distributed conception of innovation
and knowledge, with a significant move to test and extend the ways
in which development methodologies and principles derived from
free software might produce effects in other domains of production
and use, such as non-executable data. For reasons such as this, we
use the term ‘interactive designer’ as much as ‘interaction designer’.
As a counterattack to this, many new approaches to the development
of regulations and copyright policies have tended to imprison the
same users by relegating full control to corporations or owners of
intellectual property. These regulations, and sometimes the closure
of designed objects, tend to retard innovation by limiting the scales
and kinds of access to technological and cultural artefacts and
processes. The rise of new computational technologies tends,
however, to set this back, essentially by providing information and
innovation opportunities to communities that may extend beyond
traditional geographical or economic constraints. The affordability,
often at the cost of abusive forms of production, of computational
gadgets and the ease with which people start to manipulate them,
and thus perhaps break out of the role of simple user, is opening
some space for a new era of technological innovators. Indeed, several
researchers have suggested that a democratic approach to
technological design might have a tendency towards increasing
opportunities, or instigating new forms of economic development.43
Approaches to ubiquitous computing that develop significant modes
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of interaction will necessarily also meet with the question of the way
in which data of all kinds moves about, whether it is shared, sold,
wrapped in protective seals, or treated as simply part of the wider
ecology of materials.
Feral Computation and Design
It now seems pertinent to ask: what might design facilitate or enter
into combination with in this process? Can design catalyse a process
of material reshaping, further influencing those already described?
First, we need to extend this same venture and consider relations
between designer, the artefact, and systems it engages with that now
might appear in a planned or unplanned manner. This is perhaps
even more relevant when seeking feral qualities in the hardware
domain. Here, the recent and widespread increase in interest in
tinkering, making idiosyncratic technical objects, and the extension
of this into a renewed, perhaps quasi-popular engagement with
electronics, through platforms such as Arduino (see
http://www.arduino.cc/) and others, provides a means of
recognizing and working with a quite palpable hunger for a more
difficult, unpredictable, customizable and intelligent
interrelationship with electronic design more commonly used on the
level of prototyping. Such moves provide interesting options not only
for design curricula but also for those engaged in design beyond
formal education, as useful information and experiences move in
ways that build self-organizing practices, thus, in turn, establishing
possibilities for a new generation of designers, and more broadly of
designing practices. By such means, as machinic platforms,
knowledge and skills, coupled with modes of thinking that provoke
ubiquitous curiosity rather than calmness, certain principles of
hackability are extended to a wider range of users, who in turn
modify them. We can only envisage potential future uses when bits
and pieces become more robust, or usefully weak enough to make
interesting connections, and are globally widespread, opening paths
for new modes of commodity distribution, hackability and selfproduction. Here, design is involved in a more complex web of
experimental devising, moving beyond the provision of simplified
solutions, engaging in the construction of a system that continuously
reshapes the questions that were initially waiting to be answered.
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The qualities of ferality can also be found in applications such as
Squirrel. Designed by Shannon Spanhake of the California Institute
for Telecommunications and Information Technology, this small
device incorporates a battery, sensor chip, Bluetooth and its
accompanying software Acorn. The device allows users to monitor
and read levels of carbon monoxide in the air through their mobile
phones.44 Pollution monitoring, once only in the hands of small
public and private groups of specialized research enterprises, is now
opened up to users with the potential for hacking the politically
enclosed debate. In a similar vein, Mexican artist-engineer Gilberto
Esparza González shows us the possibility of designing parasitical
robotic artefacts, simple life forms that feed on power generated by
human societies. The parasites clgd (colgado) and dblt (diablito) live
suspended on telephone cables and re-circulate their energy while
interacting with the surrounding environment through the emission
of unusual sounds. The ppndr-s, a redaction of the name
pepenadores, are small robot parasites that live amongst
accumulated remainders disposed of by humans, carrying out simple
tasks such as removing, scattering and sweeping.45 These artefacts
live out of surpluses and engender a sense of the uncanny in urban
situations; they are feral robots that couple with rickety media
ecologies and the leakages and disarray of cities. Thinking of new
forms of relation between natural processes and those that are
deeply synthetic in a way that can open them up to wider
understanding, or at least more tractable difficulty, Haque Design &
Research (www.haque.co.uk) presents Natural Fuse, an eco-physical
network that employs the capacities within the environment, such as
plant carbon-sinking, to create a recursive system where energy can
only be derived from electricity networks if sufficient plant matter is
present in the circuit to absorb the carbon produced by the energy
used. In all these examples, hackability is taken into a new,
speculative dimension. Hackability itself becomes feral and pertains
no longer solely to the material and infrastructural domain, in which
it is measured by the relative technical openness of a system, but also
to a performative one, in turn proposing new user modes for
appropriating and experimenting with a wider sphere of interests.
Finally, acquiring alternative sets of dimensions, scales and sizes of
intervention, these examples call upon us to reinvent what the city is
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and what the ‘proper’ way of allocating energy might be, and
circulate the capacity to know in new ways, demanding in turn new
kinds of agency.
Rather tending to contradict mainstream perspectives on the sites of
technological innovation, this call has been heard from economically
impoverished countries, where salvaged machines imported from the
West, or sourced direct from fabrication in the East, have, due to
material scarcity, been incorporated into a tradition of maintenance
and redesign. By transforming technologies in their own terms, users
come to generate a body of knowledge unforeseeable by the original
designer. The story of Morris Mbetsa, a self-taught inventor from
Mombasa, seems pertinent. Mbetsa invented Block & Track, an antitheft device and vehicle tracking system based on mobile phone
technology. The device uses a combination of voice, dual-tone multifrequency (DTMF) signalling and short message service (SMS) text
messaging technology to control a vehicle's electrical system,
providing the user with the ability to activate or disable the ignition
in real time.46 Such ingenuity, in ‘developing’ countries, is not simply
a means for survival but a crucial resource for educational,
economical and cultural development, which shapes its own
conditions of emergence.
Interaction, Society and New Distributed Systems
To shift to another scale, such reflections become even more relevant
if we consider the pace at which computational artefacts have
become simply accepted objects for many children, making
ubiquitous or distributed forms of computing everyday experiences
in ways that test their stability. New forms of computational literacy
suggest that the relation of users not only to technology, but also to
knowledge production itself, will change in unforeseeable ways. Not
disinterestedly, perhaps, Microsoft is amongst those keen to argue
that developing forms of knowledge will increasingly require more
and new forms of computational literacy,47 for which new forms of
critical and inventive intelligence will need to arise. There is a
fundamental and pressing need for the design of research tools that
might enable or constrain new forms of experimentation and
knowledge production. Even though, for Microsoft's vision of the
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future, computational literacy will imply primarily mathematical
thinking, it seems rather probable that computational literacy will
also imply a form of concurrent thinking that is able to couple
recognition and understanding of formal processes with their other
experiential scales and dimensions.48 Computation, in the light of
such an interactive conception, will of course have implications for
education, challenging it with the evidence of new modes of
experimentation. Here, materials will need to be modular and
flexible, in order to elicit a constructive approach to both content and
knowledge development. Finally, interactivity will imply novel forms
of enquiry, by providing programmable and flexible tools that
encourage ingenuity and reflexivity.
To achieve these goals, much has to be done, specifically when
reflecting on the question of the implementation of information
technology in school curricula. Whereas much effort has been
directed towards the distribution of computers amongst pupils and
ensuring fast connections to the world wide web, little has been
discovered concerning the actual forms in which information
technology might develop and enhance useful learning models.49 We
once more return to ‘feral’ understandings of computation, cognition
and design, and it seems that the same kinds of thinking might
usefully be applied to education. The sphere of knowledge
production, and therefore also partially, perhaps rather too partially,
of education, is relevant to the question of interactive design in the
expanded sense. Education's involvement in the production of
knowledge practices and of intellectual, organizational and spatial
subjectivation has accompanied, if implicitly, much of the debate
concerning the understanding of computation (specifically, artificial
intelligence and its figuration of the position and kinds of
intelligence) and the studies of cognition sketched earlier in this
chapter. Add to this the commonplace that there is nothing more
political than education, and the models we choose in the
development of knowledge will have implications for the
development of design and of societies.
Now, if the capacities for thought are distributed between people,
artefacts and the ecologies they are in, make and wreck, the question
of learning becomes a crucial one in the imagination of what is
computable as much as what is thinkable. The consideration of
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education and knowledge in society suggests that ubiquitous
intelligence already forms an uneven and fissiparous challenge to the
simple proliferation of ubiquitous computing on all levels of life, and
will itself demand or instigate new social and organizational
approaches. The interactive approach, in becoming feral, articulates
not only computation but modes of social organization and learning,
and alternative modes of collective innovation. Here, we recall a
cybernetic approach to systems development:
one of the key ideas the general theory embodies is the principle
of recursion. This says that all viable systems contain viable
systems and are contained within viable systems. Then if we have
a model of any viable system, it must be recursive. That is to say,
at whatever level of aggregation we start, then the whole model is
rewritten in each element of the original model, and so on
indefinitely.50
This would mean that a feral approach to technological development
would entail less formalized approaches to society at large. It would
at one scale perhaps imply the formation of cybernetically reflexive
collectives, a recursive public composed of modular but ungridded
elements, where distinct modes of subjectivation, technicality and
organization cooperate in the devising of their own infrastructural
logics.51 Finally, design and cybernetics might find a common path:
design with its emphasis on ‘participatory’ approaches, and
cybernetics in its consideration for the development of complex
systems where the system cannot be separated from acts of
observation and involvement.
For designers, considering such a principle of recursion means
accepting a major responsibility in the development of systems, and
also the responsibility of constantly reflecting back into their own
sphere of activity, accepting and testing the task of actually designing
design, and in so doing accepting their rather more minor role.
Doing so requires an acknowledgement that creations devised by
distinct professions might actually slip out, escaping description by
initial intentions.52 This implies a deviation from formal and
discipline-oriented professional approaches to a more multivalent
view, encouraging design to become more than a purely sectional
interest in the life of objects, and instead to consider and take part in
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the political, social and cultural implications of its activity.53 Such a
position imagines an expanded role for design as an activity, but also,
conversely, suggests a recognition of the wild expansion of the scope
of people, thoughts and things involved in the activity of design and
the selection, development, deprecation and implementation of
technological systems.
Some Closing Remarks
Throughout the present work we have moved rather too rapidly –
but hopefully suggestively – between distinct fields of enquiry, from
computation and cybernetics to design, all under the rubric of an
interactive paradigm. We have attempted to argue that this
paradigm, emerging from computation's unfolding into the world,
has prompted conceptual developments leading to new questions
and formulations. However, central to our theme is the fact that
none of this would have been possible without accounting for the
development of new artefactual, technical and ubiquitous realities,
where distinct artefacts have gone feral, interweaving with the
subjective, social and ecological fabrics of our cities, lives and
societies. The idea of ubiquitous computing, and of its characteristic
embeddedness and partial containment within diverse, multi-scalar
settings of many different kinds, has suggested the exploration of
human–computer relations in ways that can no longer be seen as
simply calm; they are also partially wild, if they do not drive us so.
By transforming our understanding of what computation is and how
it might be done – shifting from a view of computation as
centralized, sequential and result-oriented or as calculation towards
an understanding of computation as interaction54 – we are able to
alter preconceptions concerning the practice of programming and
computing itself. This implies a shift from the view of a science that
once took the transformation of inputs into outputs as essential to an
emphasis on a process-oriented view of computation that extends
beyond prescriptive, algorithmic understanding.55 Due to its strong
link to cognitive science such transformations have found wider
implications for computation and beyond. For cognitive science
particularly, this has meant the proliferation of new approaches to
the study of the human mind. Starting from the premise that the idea
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of mind itself extends beyond the confinements of head and skull,56
the importance of the organism's environment can be recognized as
crucial in establishing the complexities of any cognitive unit that is
considered. The relations I establish with my surrounding world are
as relevant in the study of my cognitive capacities as the workings of
my brain. By considering the mind's extension beyond the single
body of an organism, such an approach challenges the webs of
rationality and formalism that can only be sustained when we
consider the intellect as something separate from the world I am
constantly immersed in. It does not mean, however, that such
boundaries cannot themselves be effective when enforced or
entrained by other, wider means. All such boundaries, in themselves,
have meaning.
Such conceptual workings that transverse both computing and
cognition are more readily understood by revisiting their filiations to
a third approach: the works of second-order cybernetics and its study
of complex systems, including both humans and machines, and a
field of study and practical experiment epitomized by the
introduction of the idea of subjective dynamic construction into the
complex web of feedback loops within a given system. Such
subjective construction cannot be accounted for without considering
the characteristic embeddedness of any organism, entity or practice.
Ultimately, this has led to the development of the recognition of
human–computer relations being highly situated in such a way that
their cultural, subjective and political dimensions cannot be ignored.
A proper conceptualization of the message that we have as a welcome
hand-me-down from second-order cybernetics might finally open
new approaches to the study of human–computer interaction at
large. Essentially, it allows us to recognize that this same relation
extends beyond the tight formal coupling once devised by
behaviourist and formalist approaches to both cognition and
computation. By considering the messy and informal aspects
(‘subjective construction’) of human–computer interactions,
previous Fordist models of design seem to become obsolete, and the
trajectory led in part by the participatory approach sheds new light
on the design of alternative ecologies of computation and interaction,
where user, artefact and designer play roles that are shiftingly
determinant rather than fixed.
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If we initiated our discussion by speaking of ubiquity as key
instigator of a new interactive paradigm, one that brought novel
approaches to computing, cognition and design itself, we have
attempted to finish by considering how ubiquity might embody this
same feral quality. In this light the feral artefact is one that has been
able to escape a domesticated and captive state. It is not a sedative,
exuding calmness for an already understood, tracked and preempted subject whose needs and requests have been mapped out and
whose life as such corresponds to that of a finite state machine. To
design for such a feral context is to work with processes of
subjectivation that are not simply described by input and output, no
matter how far away they are from traditional sites of computation.
Instead, such a design works with artefacts, processes, ecologies,
people, computation and politics, in a way that is able to explore the
multiple potentials of the fields of interaction, calculation, control
and cognition. When computing escapes from being unable to
recognize itself outside of the formalizable, becomes promiscuous,
starts finding itself recomposed in combination with packs of other
epistemic currents, it becomes feral. When design recognizes that its
expertise is distributed amongst people, institutions, media and
infrastructures, and in the dissensus, joy and confusion of
contemporary lives and their technological avidity, and starts to find
means of generating a rigour in the chaotic, it too starts to lose its
domestication. In doing so, recursively, it promises to produce
something that renders their complex artefactuality sensible and
open – with all kinds of difficulty – to design: to think with things.
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1995.
Usman Haque, ‘The Architectural Relevance of Gordon Pask’, in
Lucy Bullivant (ed.), 4dSocial: Interactive Design Environments,
Architectural Design, London, 2007.
Donna Haraway, Simians, Cyborgs and Women: The Reinvention of
Nature, Free Association Books, London, 1991.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 215
Steve J. Heims, John von Neumann and Norbert Wiener: From
Mathematics to the Technologies of Life and Death, MIT Press,
Cambridge, MA, 1980.
Eric von Hippel, Democratizing Innovation, MIT Press, Cambridge,
MA, 2005.
James Hollan, Edwin Hutchins and David Kirsh, ‘Distributed
Cognition: A New Foundation For Human–Computer Interaction
Research’, 1999, http://citeseerx.ist.psu.edu/viewdoc/summary?
doi=10.1.1.33.6906
Brian Holmes, ‘Future Map, or How the Cyborgs Learned To Stop
Worrying and Love Surveillance’, 2007,
http://brianholmes.wordpress.com/2007/09/09/future-map
Edwin Hutchins, ‘Distributed Cognition’, 2000,
http://eclectic.ss.uci.edu/
∼drwhite/Anthro179a/DistributedCognition.pdf
Christopher M. Kelty, Two Bits: The Cultural Significance of Free
Software, Duke University Press, Durham, NC, 2008.
Morris Kline, Mathematics: The Loss of Certainty, Oxford
University Press, Oxford, 1980.
Bruno Latour, ‘A Cautious Prometheus? A Few Steps Toward a
Philosophy of Design (with Special Attention to Peter Sloterdijk)’,
2008, http://www.bruno-latour.fr/node/69
J. C. R. Licklider, ‘Man–Computer Symbiosis’, IRE Transactions on
Human Factors in Electronics, March (1960), pp. 4–11.
Jean-François Lyotard, Libidinal Economy, trans. Iain Hamilton
Grant, Athlone, London, 1993.
Ian MacColl, Matthew Chalmers, Yvonne Rogers and Hilary Smith,
‘Seamful Ubiquity: Beyond Seamless Integration’, Equator Research
(2002), http://www.equator.ac.uk
Adrian Mackenzie, Cutting Code: Software and Sociality, Peter
Lang, New York, 2006.
Adrian Mackenzie, ‘Intensive Movement in Wireless Digital Signal
Processing: From Calculation to Envelopment’, Environment and
Planning A, 41 (2009), pp. 1294–1308.
Humberto Maturana and Francisco Varela, The Tree of Knowledge:
The Biological Roots of Human Understanding, Shambhala, Boston,
1992.
Microsoft Research, Towards 2020 Science, 2005,
http://research.microsoft.com/en-
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us/um/cambridge/projects/towards2020science/downloads/t2020s
_report.pdf
Michael Muller, ‘Participatory Design: The Third Space in HCI’, in
Julie A. Jacko and Andrew Sears (eds.), Handbook of HCI, Lawrence
Erlbaum, Mahwah, 2003.
Michael Murtaugh, ‘Interaction’, in Matthew Fuller (ed.), Software
Studies: A Lexicon, MIT Press, Cambridge, MA, 2008.
Alva Noë, ‘Experience Without the Head’, 2004,
http://socrates.berkeley.edu/∼noe/EWTH.pd
Seymour Papert, ‘Computer Criticism vs. Technocentric Thinking’,
1990,
http://www.papert.org/articles/ComputerCriticismVsTechnocentric.
html
Gordon Pask, Conversation Theory: Applications in Education and
Epistemology, Elsevier, Amsterdam, 1976.
Doug Ramsey, ‘Tracking Pollution and Social Movement: Love Fest
for Calit2 Technologies at “Make Fest 2007” ’, 2007,
http://www.calit2.net/newsroom/article.php?id=1080
Phoebe Sengers, Steve Harrison and Deborah Tatar, ‘The Three
Paradigms of HCI’, 2007, http://people.cs.vt.edu/
∼srh/Downloads/HCIJournalTheThreeParadigmsofHCI.pdf
Steven Shapin, ‘What Else is New? How Uses, Not Innovations,
Drive Human Technology’, New Yorker, 14 May 2007,
http://www.newyorker.com/arts/critics/books/2007/05/14/070514
crbo_books_shapin
Helen Sharp, Yvonne Rogers and Jenny Preece, Interaction Design:
Beyond Human–Computer Interaction, Wiley, Chichester, 2007.
Lynn Andrea Stein, ‘Challenging the Computational Metaphor:
Implications for How We Think’, Cybernetics and Systems, 30:6
(1999), 473–507, http://cogprints.org/545/5/CCM.pdf
Peter Wegner, ‘The Paradigm Shift from Algorithms to Interaction’,
1996, http://www.cs.brown.edu/people/pw/papers/ficacm.ps
Peter Wegner, ‘Computation Beyond Turing Machines’, 2003,
http://www.cs.brown.edu/∼pw
Peter Wegner and Dina Goldin, ‘Computation Beyond Turing
Machines’, 2003, http://www.cse.uconn.edu/
∼dqg/papers/cacm02.rtf
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P. 217
Mark Weiser and John Seely Brown, ‘The Coming Age of Calm
Technology [1]’, 1996,
www.ubiq.com/hypertext/weiser/acmfuture2endnote.htm
Norbert Wiener, Cybernetics: Or Control and Communication in the
Animal and the Machine, MIT Press, Cambridge, MA, 1948.
Norbert Wiener, The Human Use of Human Beings, Eyre and
Spottiswoode, London, 1950.
John Wood, ‘Metadesign’, in John Wood, Design for Micro-Utopias:
Making the Unthinkable Possible, Routledge, London, 2007.
Notes
1 Mark Weiser and John Seely Brown, ‘The Coming Age of Calm
Technology [1]’, 1996,
www.ubiq.com/hypertext/weiser/acmfuture2endnote.htm.
2 Ian MacColl, Matthew Chalmers, Yvonne Rogers and Hilary
Smith, ‘Seamful Ubiquity: Beyond Seamless Integration’, Equator
Research (2002), http://www.equator.ac.uk.
3 Steve J. Heims, John von Neumann and Norbert Wiener: From
Mathematics to the Technologies of Life and Death, MIT Press,
Cambridge, MA, 1980; Philip E. Agre, Computation and Human
Experience, Cambridge University Press, Cambridge, 1997.
4 Lynn Andrea Stein, ‘Challenging the Computational Metaphor:
Implications for How We Think’, Cybernetics and Systems, 30:6
(1999), 473–507, http://cogprints.org/545/5/CCM.pdf; Peter
Wegner, ‘The Paradigm Shift from Algorithms to Interaction’,
1996, http://www.cs.brown.edu/people/pw/papers/ficacm.ps;
Michael Murtaugh, ‘Interaction’, in Matthew Fuller (ed.),
Software Studies: A Lexicon, MIT Press, Cambridge, MA, 2008.
5 Wegner, ‘Paradigm Shift’; Peter Wegner and Dina Goldin,
‘Computation Beyond Turing Machines’, 2003,
http://www.cse.uconn.edu/∼dqg/papers/cacm02.rtf.
6 Jean-Pierre Dupuy, The Mechanization of the Mind: On the
Origins of Cognitive Science, trans. M. B. DeBevoise, Princeton
University Press, Princeton, 2000.
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P. 218
7 Heinz von Foerster and Bernhard Poerksen, Understanding
Systems: Conversations on Epistemology and Ethics, Carl-AuerSysteme-Verlag und Verlangsbuchhandlung, Heidelberg, 2002.
8 John Mark Bishop and S. J. Nasuto, ‘Second Order Cybernetics
and Enactive Perception’, Kybernetes, 34:9/10 (2005), pp. 1309–
20.
9 Gordon Pask, Conversation Theory: Applications in Education
and Epistemology, Elsevier, Amsterdam, 1976; Humberto
Maturana and Francisco Varela, The Tree of Knowledge: The
Biological Roots of Human Understanding, Shambhala, Boston,
1992.
10 Norbert Wiener, The Human Use of Human Beings, Eyre and
Spottiswoode, London, 1950.
11 Ron Eglash, ‘Cultural Cybernetics: The Mutual Construction of
People and Machines’, 2000, http://www.rpi.edu/
∼eglash/eglash.htm.
12 Helen Sharp, Yvonne Rogers and Jenny Preece, Interaction
Design: Beyond Human–Computer Interaction, Wiley,
Chichester, 2007.
13 J. C. R. Licklider, ‘Man–Computer Symbiosis’, IRE Transactions
on Human Factors in Electronics, March (1960), pp. 4–11.
14 Stein, ‘Challenging the Computational Metaphor’.
15 Stein, ‘Challenging the Computational Metaphor’.
16 Seymour Papert, ‘Computer Criticism vs. Technocentric
Thinking’, 1990,
http://www.papert.org/articles/ComputerCriticismVsTechnocent
ric.html.
17 Papert, ‘Computer Criticism’.
18 Adrian Mackenzie, Cutting Code: Software and Sociality, Peter
Lang, New York, 2006.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 219
19 Morris Kline, Mathematics: The Loss of Certainty, Oxford
University Press, Oxford, 1980.
20 Wegner and Goldin, ‘Computation Beyond Turing Machines’.
21 Wegner, ‘Paradigm Shift’.
22 Adrian Mackenzie, ‘Intensive Movement in Wireless Digital
Signal Processing: From Calculation to Envelopment’,
Environment and Planning A, 41 (2009), pp. 1294–1308.
23 Norbert Wiener, Cybernetics: Or Control and Communication
in the Animal and the Machine, MIT Press, Cambridge, MA, 1948;
Eglash, ‘Cultural Cybernetics’.
24 Bishop and Nasuto, ‘Second Order Cybernetics’.
25 Paul E. Griffiths and Karola Stotz, ‘How the Mind Grows: A
Developmental Perspective on the Biology of Cognition’, Synthese,
122 (2000), pp. 29–51.
26 Bishop and Nasuto, ‘Second Order Cybernetics’.
27 James J. Gibson, ‘The Theory of Affordances’, in Robert Shaw
and John D. Bransford (eds.), Perceiving, Acting, and Knowing:
Toward an Ecological Psychology, Lawrence Erlbaum, Hillsdale,
1977.
28 Bishop and Nasuto, ‘Second Order Cybernetics’.
29 Alva Noë, ‘Experience Without the Head’, 2004,
http://socrates.berkeley.edu/∼noe/EWTH.pd.
30 Bishop and Nasuto, ‘Second Order Cybernetics’.
31 Eglash, ‘Cultural Cybernetics’.
32 Chris Hables Grey, The Cyborg Handbook, Routledge, London,
1995; Stafford Beer, Platform for Change, Wiley, London, 1975.
33 Donna Haraway, Simians, Cyborgs and Women: The
Reinvention of Nature, Free Association Books, London, 1991.
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P. 220
34 Brian Holmes, ‘Future Map, or How the Cyborgs Learned To
Stop Worrying and Love Surveillance’, 2007,
http://brianholmes.wordpress.com/2007/09/09/future-map;
Usman Haque, ‘The Architectural Relevance of Gordon Pask’, in
Lucy Bullivant (ed.), 4dSocial: Interactive Design Environments,
Architectural Design, London, 2007.
35 Bruno Latour, ‘A Cautious Prometheus? A Few Steps Toward a
Philosophy of Design (with Special Attention to Peter Sloterdijk)’,
2008, http://www.bruno-latour.fr/node/69.
36 Phoebe Sengers, Steve Harrison and Deborah Tatar, ‘The Three
Paradigms of HCI’, 2007, http://people.cs.vt.edu/
∼srh/Downloads/HCIJournalTheThreeParadigmsofHCI.pdf.
37 Michael Muller, ‘Participatory Design: The Third Space in HCI’,
in Julie A. Jacko and Andrew Sears (eds.), Handbook of HCI,
Lawrence Erlbaum, Mahwah, 2003.
38 James Hollan, Edwin Hutchins and David Kirsh, ‘Distributed
Cognition: A New Foundation For Human–Computer Interaction
Research’, 1999, http://citeseerx.ist.psu.edu/viewdoc/summary?
doi=10.1.1.33.6906; Edwin Hutchins, ‘Distributed Cognition’,
2000, http://eclectic.ss.uci.edu/
∼drwhite/Anthro179a/DistributedCognition.pdf.
39 Michael Crang, Tracey Crosbie and Stephen Graham, ‘Variable
Geometries of Connection: Urban Digital Divides and the Uses of
Information Technology’, Urban Studies, 43:13 (2006), pp. 2551–
70.
40 Steven Shapin, ‘What Else is New? How Uses, Not Innovations,
Drive Human Technology’, New Yorker, 14 May 2007,
http://www.newyorker.com/arts/critics/books/2007/05/14/070
514crbo_books_shapin.
41 Eric von Hippel, Democratizing Innovation, MIT Press,
Cambridge, MA, 2005.
42 Jean-François Lyotard, Libidinal Economy, trans. Iain
Hamilton Grant, Athlone, London, 1993.
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P. 221
43 Von Hippel, Democratizing Innovation.
44 Doug Ramsey, ‘Tracking Pollution and Social Movement: Love
Fest for Calit2 Technologies at “Make Fest 2007” ’, 2007,
http://www.calit2.net/newsroom/article.php?id=1080.
45 Gilberto Esparza González, ‘Urban Parasites’, 2007,
www.parasitosurbanos.com/parasitos/proyecto.html.
46 AfriGadget, ‘18 Year Old Self-Taught Electronics “Genius”
Invents Mobile Phone-Based Vehicle Anti-Theft System’, 16 July
2008, www.afrigadget.com.
47 Microsoft Research, Towards 2020 Science, 2005,
http://research.microsoft.com/enus/um/cambridge/projects/towards2020science/downloads/t20
20s_report.pdf.
48 Stein, ‘Challenging’.
49 Peter Gärdenfors and Petter Johansson, ‘Introduction to
Cognition, and Communication Technology’, in Peter Gärdenfors
and Petter Johansson (eds.), Cognition, Education, and
Communication Technology, Lawrence Erlbaum, Mahwah and
London, 2005.
50 Stafford Beer, ‘Fanfare for Effective Freedom’, 1973,
http://grace.evergreen.edu/
∼arunc/texts/cybernetics/Platform/platform.pdf.
51 Christopher M. Kelty, Two Bits: The Cultural Significance of
Free Software, Duke University Press, Durham, NC, 2008.
52 Matthew Fuller and Usman Haque, Urban Versioning System
v1.0, Architectural League of New York, New York, 2008.
53 John Wood, ‘Metadesign’, in John Wood, Design for MicroUtopias: Making the Unthinkable Possible, Routledge, London,
2007.
54 Stein, ‘Challenging’.
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P. 222
55 Peter Wegner, ‘Computation Beyond Turing Machines’, 2003,
http://www.cs.brown.edu/∼pw.
56 Tim van Gelder, ‘What Might Cognition Be, If Not
Computation?’, Journal of Philosophy, 92:7 (1995), pp. 345–81;
Andy Clark and David J. Chalmers, ‘The Extended Mind’, 1998,
http://consc.net/papers/extended.html.
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P. 223
10
Just Fun Enough To Go Completely
Mad About: On Games, Procedures
and Amusement
As a child I could get quite seriously interested in computer games,
believe their imperatives, become enraptured by the proprioceptive
experience, and get that simultaneously annoyed and excited sense
that this is all that matters, which probabilistically speaking ends in
tantrums. This childhood of course lasted quite a bit longer than the
biological one. Nowadays, however, since much of working life is full
of things that are approximately like games, or have some of the
same underlying machinic aspect, I have less enthusiasm, less need
to be locked into a set of animated imperatives. (One can take formfilling, for instance as merely a different representational form of
combative monsters in a first-person shooter, needing different
moves and key combinations, which sometimes require painful
processes of acquisition, to see them off.)
Perhaps responding to such a condition, there is a genre of games
design for jaded souls: casual gaming. The term describes
phenomena such as Candy Crush, games that you pull out whilst on
the bus, games to enjoy, to fidget with. The games are trivial and
essentially about a relationship between instant gratification and the
potential build-up of something more pressing, the drive to win –
potentially, really – with the machinic imperative lurking just
underneath. They are something like a cigarette, a real electronic
one. Games such as Clash of Clans that work heavily with operant
conditioning techniques to keep the user itching for a little more, a
little update, exemplify this condition of the phone or tablet
operating as replacement for the cigarette.
But even these are too much hard work, too much like answering
emails. My gaming experience now is more daydreamy in a way,
something like being a back-seat driver who doesn't say much. I like
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to watch the screen whilst other people play Skyrim, GTA, Assassin's
Creed, open world games that are quite ‘filmic’ but don't have the
imperative that you care about the depth of the plot or the characters
in the way that you are supposed to if you watch an actual film or
television. The work of caring too much about plot is tedious, but
films with cars zooming round and explosions happening can be
quite good. Equally if you watch Ingmar Bergman films at two or
four times the intended projection speed, the effect can be tolerably
entertaining, and it is thus with games: you see a hidden layer of
action, which is most importantly indifferent to you, in which you
can be relieved of consequence.
In a sense, the experience is like watching contact improvisation
dance, some relatively plotless avant-garde procedural in which the
simple movement of the character around in a space changes the
information that you see, and induces responses and trivial
interactions from non-player characters. The scripts of non-player
characters are always fascinating, the extent to which their text is
loaded with supposed clues, prompts to further action, or effective
instructions, or is the work of some chatbot generating something
like a fragment of the hubbub of a Renaissance town or a quasiViking village. A relation to landscape can be like this too; I like to
see entities moving about onscreen in a way that reveals terrain. But,
as these are computer games, such terrain always involves something
like a puzzle; there's an incipient Zelda in each of them; even in the
most ostensibly open world, something is there to trigger some kind
of action. You need to identify it, figure it out, carry out the correct
operation with it; and it always requires only one kind of interaction,
only one way of getting it right. This is the thing that I can't be
bothered with. Such things are too much like trying to get the fill
function right in a multi-field form in a writable PDF in which there
is a hidden control for the number of characters. It's never that easy,
or more accurately, that interesting. A good game in this sense is a
bit like mushroom picking, where the experience of the space is
highly nuanced and detailed, exciting, but not quite determinant,
and in the main faintly pointless.
I like to watch someone play a game where they take a certain
enjoyment in doing so very seriously, but lightly against the
imperatives of the game; for instance, someone who just likes driving
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around luxury cars in GTA and takes a delight in moving from a
Lamborghini to a Maserati for no particular reason, just to enjoy the
abundance of them, and the fact that a Bugatti Veyron is as likely as a
pickup truck.
There's a kind of sub-manic futility that is pleasant to be infected by
that has something in common with many of the pleasures of
contemporary life: stock car racing, dog shows; shelves of highly
specialized kitchen gadgets that are hymns to the futility of order and
efficiency but that still find themselves in a remainder shop and thus
seem like a lament for a lost, imagined world where efficiency would
be slightly different; fashion blogs; bumbling about, enthusiasms
building up and dying out, crazes, buzzwords; hyper-concentrated
knowledge of trivia; the fabulous jargons accreted in specialized
fields of knowledge. Things that are complex enough to fill your
attention, but that can be rinsed out of consciousness almost
immediately, though with the chance of perhaps a few minutes of
micro-nostalgia for them as the enthusiasm wanes, and one wonders
whether such an affect is simply the half-life of a mediatic hormone
working its way through the metabolism, rather than any special
relation to the half-remembered thing. That is to say that the
watching of the interlocking of different imperatives – those of the
terrain and of the game – with the interests of the person is part of a
wider condition of drifting, irritation, gratification, the microinterest in some mechanical novelties become modes of life that
games articulate extremely well.
This enthused, slightly buzzy, but dozy neutrality is a bit useless in
the world of game studies, in which a first point of accreditation is to
be a gamer who cares and who plays, ardently. There is a rite-ofpassage aspect to such work, an authenticity test, at which I am
unfortunately, as in the games themselves, an early loser. To some
extent, the critiques of the intellectualization of games as
experienced by non-gamers echo those of the non-committed: there
is a certain Stalinist authenticity to proper gamers, whose
enthusiasm is conversely marked by the bite of their bitterly
apolitical nature – as evidenced in the Gamergate events. The idea
that one doesn't have to do sufficient work of concentrated caring, as
you might were you to watch a soap opera, a reality TV show or a
film, is perhaps an affront to those who do make the effort to do the
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hard cognitive work. After all, there's an abundance of stuff going on
– all the work of design going into non-player characters, spaces,
objects; it's an insult not to use it well. But all that work aimed at
making the thing a certain kind of ‘real’ sustains a state of partial, but
not enrapturing, entertainment, like Victorian fairy paintings (such
as those of Richard Dadd), which has a certain Cantorian infinity of
detail-work that is fascinating and deranging at the same time.
What might be the case, however, is that this condition of exploring
the game as a field of potentialities that is slightly tangential, but not
entirely opposite, to the imperatives of the operation-reward
structure of the game is crucial to the game as a form of culture. It
may be, indeed, that the most successful and interesting games
accommodate this dawdling and daydreamy condition. Here, a
number of things can become interesting. One is that with a ‘realistic’
game the crassness of the model of the external world that the game
provides (for obvious reasons of computational and labour limits),
even in a narratively and structurally self-consistent game world, the
repetitiveness and laboriousness of some of the routines required
provide some of the conditions of experience of the game. Following
this, in many artistic uses of computer games as environment,
deliberately ‘wrong’ behaviours are explored as a means of reflecting
on the way in which the game models life and the operation-reward
structures built into it. Equally, there may be exploration of glitches,
such as the spaces internal to characters, as in Jodi's work using Max
Payne (2006) or Quake (entitled ‘Untitled Game’ (2001)) to open up
visually and procedurally interesting nooks and crannies in a game –
the way that unseen elements such as an invisible polygon formed
around a character operate to govern collision-detection.1
There are other, less meticulous explorations of such a condition. In
Skyrim 2, for instance, a horse crossing a bridge visually does
something like wading through it, as if it were breasting a river.
There is a relief from the kind of relentlessly effective if not entirely
convincing operations of the apparatus. Bethesda games have a
certain form here with bugs that also excite a crop of findings with
each new release.
People get interested in such conjunctures, glitches, in a way related
to that in which they might develop a sentimental attachment to
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certain minor processes in a word processor or the specific qualities
of a config file. There is a sense of malleability here as if, in a
Wittgensteinian language game, there were little pockets in which
other language games crop up and maybe provide a wormhole
through to another condition. The artistic exploration of these
pockets, these interference patterns, is a means of attending to the
multiple nesting of different ordering and representational
mechanisms, and how these may at times jump scale, fold each other
inside out.
Let's Play
A related sense of this overly passive enjoyment of things that are
valorized for their high degree of interactivity is the massive field of
Let's Play videos on YouTube and other such platforms. Here,
gamers play a game, and provide a running commentary on it as they
do so. The screen shows what they see as a player, and footage of
their face in an inset. Part of the pleasure of these videos is a sense of
playing alongside them.
Some Let's Plays tend towards the rather mechanical exercise of
virtuosity, telling the viewer what they intend to do and then doing it.
Others are more playful, involving meandering chit-chat about the
world along with commentary on the game; and some of the most
known players belong to this kind: figures such as Stampy or
Pewdipie. The game may become the opportunity for banter, the
highly valued witty but ostensibly inconsequential chat that has
become a separately branded mode of speech in the present. Banter,
through its ostensive meaninglessness, is of course where a lot of
questions of orientation, of parody, of inversion and reinforcement of
norms get played out, as a form of linguistic operation of games
physics. In Let's Plays, it is usually accomplished by a degree of
expertise in the game.
Such videos may also be watched for straightforwardly informational
purposes alongside videos that show a viewer how to get past a
particular stage in a game. What Let's Plays point towards is that
video games have become a sufficiently embedded and complex part
of culture that they are pluralistic, with different modes of belief, use
and imaginary operating and co-existing whilst operating with the
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same, or overlapping, sets of resources. The tangential reading is,
perhaps perplexingly, fully constitutive of this condition.
Game as Block
Alongside this movement of reading games at a tangent to their
axiomatic form, we can say that there is also another mode of
approaching the game: addressing it as a single, self-consistent
artefact, rather than as a space to be explored. A number of
techniques take this angle. Speedrunning is an approach in which the
fastest route through every level of a game is memorized and
programmatically enacted. It results in extraordinary feats, such as
the completion of Sonic the Hedgehog in 2.5 hours. Alternative kinds
of runs, such as those that result in finding all the resources and
killing all the monsters, are also used.
Relatedly, there are feats of automatic completion of gameplay in
displays of deep learning algorithms where the moiré effect of one
batch of rule sets interacting with another produces the effect of
intelligence, with artificial intelligence (AI) software over time
learning to play.2 A claim made here is that machine learning
technology is able to evolve novel approaches to game play,
signifying something that, given certain constraints, maps across to
intelligence.
Thirdly, there are approaches that set out to map the entire statespace of a game. Jeremy Douglass’ mapping of all permutations of a
set of games and Jodi's rendering of the ZX Spectrum game Jet Set
Willy both treat the game as a single computational object in this
way, spatializing the results in large mapping diagrams.
Aside from these very efficient approaches, which gain traction on a
game with their reasoned measures, it seems there is room for a
Monsieur Hulot or Mr Bean character to inhabit games, with a
bemused and affable, or confused and frustrated, persona of
interaction. Such an entity would act not out of intelligence defined
according to rational achievement of goals, but rather by the
purloining of the figure of intelligence by other drives: curiosity, the
generative powers of stupidity or clumsiness, the power of confusion
as a form of interest. Misinterpretation here becomes a multiplier of
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meaning, misidentification of the world freeing the player up to
accrete a non-unified identity.
This space of constitution in an awkward but fecund relation to the
world is also a space in which economic value is generated out of
entropy. We can think of the figure of the Bored at Work Network
that became the basic platform of Buzzfeed,3 or the way in which,
according to Olga Goriunova, Udaff.com was constituted by the
frustrations and genre inventions of office workers.4 The zone of
interpretation may be corralled into a form of regression analysis to
the correct – judged as the most time-efficient or most high-scoring
– line through a game, or it may be recognized as a space in which
the game also multiplies its dimensions. Indeed, there is a certain
pleasure in watching the way in which these two imperatives
intersect.
Procedures
One of the ways of working such an aesthetics is to look at the debate
around the procedurality of computational culture. The formation of
this discussion in electronic literature and in games studies in
debates around the term ‘procedure’ (Janet Murray,5 Michael
Mateas, Noah Wardrip Fruin, Espen Aarseth) anticipates some of the
concerns around algorithms that appear more recently in the social
sciences and elsewhere. Here, we can say that a certain enthusiasm
in the social sciences for algorithms as an explanatory factor passes
in some forums as a means of re-founding a revised social physics of
a variant kind to that promulgated by Quetelet, a physics of
mechanics, and its dream of policy that is coded and directly
implementable, simply because algorithms are demonstrably
operative. We are in an age where the atomistic and probabilistic
thermodynamic physics of Ludwig Boltzmann and those that came
after him comes to the fore as a grounds for the interpretation of the
social. Here, it can be argued, an aesthetics is fundamental. It is
necessary too not simply for the fine and rare formulations of
mathematical process as they intersect with other scales of the world,
but also for the lumpy, coagulated and thickly fleshy aspects and
entities of the world and the way it is munged together in software
systems.
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In such a regard, the discussion of procedure in electronic literature
and games provides a way of thinking such terms as ‘experiential’, as
a something that is found most intensely in the middle of an
ongoingness. One of the most precise of such formulations is that of
‘process intensity’ proposed by game designer Chris Crawford, who
says:6
It uses the ratio of operations per datum, which I call the crunch
per bit ratio. I intend here that an operation is any process applied
to a datum, such as an addition, subtraction, logical operation, or
a simple Boolean inclusion or exclusion. A datum in this scheme
can be a bit, a byte, a character, or a floating-point number; it is a
small piece of information.
‘Process’ here is a synonym for the textural aspect of the algorithm –
an effective procedure – in some respects, but also at another level
for mathematical and logical forms, partially realized as algorithms,
and also those in other states, as they operate in relation to
hardware, as programs, or as ordered data. Crawford notes, for
instance, that a table of data can be used to effect the operation of an
algorithm/procedure in memory-constrained computers, so the
pertinent data structure also has its role in generating the nature of
the experience of a game. As Ian Bogost writes in his noted
discussion of process intensity in games, some such games may
indeed allow for a kind of exploration, since they create a space in
which multiple threads of programming are under way.7 Indeed, he
remarks, game assets themselves, in their visual or sonic unfolding,
may be highly processual. A game can be said to emphasize the
interaction of (multiple) processes to embody sustained complexity,
as opposed to an approach that emphasizes data or the display of
game assets. In this condition, the more a game acts as a place in
which variation can be experienced and structurally and imminently
operated on and in, the better it is.
This given, then, I want to look at two examples: games that
exemplify certain aspects of the interrelation of both dawdling and
process intensity. Here it should be noted that the two are neither
entirely mutually exclusive nor fully overlapping. In some cases,
dawdling may be immune from process intensity. In other cases it
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may be fully process intense, depending on the structure of the game,
and what counts as an event within it.
Agar.io
Agar.io is a deceptively simple online game that involves moving a
coloured dot around on a two-dimensional gridded plane of other,
smaller or larger, variously coloured dots that are also moving. A
user drags or pushes the dot around using a trackpad or mouse, or
on a tablet or phone. The regime of accumulation that the games
makes explicit is that larger dots eat smaller dots and thus become
bigger. Each sprite is a target for others, and each must eat in order
to militate against depletion. There are a few glosses on this, and
niceties of tactics, such as the ability to spit out part of your dot to
devour another, or the game's placement of obstacles called viruses
on the playing space that break a larger dot up into numerous
smaller ones, thus creating a certain kind of spatial tactics of
accumulation.
To follow Crawford's model, Agar.io is relatively process intense.
There are few graphic assets in the game and gameplay involves
moving around, avoiding and eating. What can perhaps be added,
then, is that a concomitant of process intensity is a certain ability to
modulate such intensity by behaviour, to slacken it, to goof off, to
dawdle – algorithmic dawdling that has the process as a coefficient,
something that is constituent of it and that continues to unfold along
with it, but to which it is not entirely reducible. Process intensity,
then, is something that both models ‘high-efficiency’ gaming and
provides a means of assaying the more dawdling mode of play. In
such games, indeed, much of the processuality of the game is
generated by the gamers and their interaction in the relatively simple
space that it establishes. We should note, however, that each game
would have its own conditions; dawdling play might be more or less
process intense depending on the kinds of operations being carried
out in the game.
To describe the game in simply algorithmic or procedural terms,
assuming one brackets out those of the operating systems, browsers,
networks and other structures that set it up, would be possible. Such
an inventory would include:
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laying out the dots to be eaten
movement, and inertia
collision detection
accumulation of the mass of a dot
tracking of time online and other data around gameplay
updating the information of all players in the same game-space.
To put it bluntly, this is a relatively small set of processes. The
amount of data operated on is also concomitantly small. Much of the
work of the game is achieved in frameworks and systems that are
independent of it, within which it interoperates and which it relies
upon. The game thrives on its simplicity and the way in which
players are able to generate the active nature of the gameplay
because of the way in which it can bring together a small cluster of
processes amidst a larger-scale aggregate of procedures. Another way
of saying this is that in this case, algorithmic processes are simply
part of a wider mix, and critical attention brought to bear upon them
needs to recognize the wider assemblages of which they are part.
In the case of Agar.io, due to the popularity of the program, there are
newer services online making the use of bots available, so that
players can establish presences in the game whilst doing something
else. Services also exist for players to add further visual information
to their dots, to skin them. Another reading, however, is to note how
much can be done with simple sets of procedures. An algorithm is
just one layer of description, but is key to the pleasures of the game
in its relation to process.
Twitch Plays Pokemon
Twitch is a video-streaming service largely used by gamers to show
live play of eSports. Using this system, Twitch Plays Pokemon is a
series in which users work via a modification of the system to play an
ancient GameBoy game en masse. The series is, at the point of
writing, still ongoing, having moved through the series of games on
GameBoy into those on NintendoDS. Using Twitch's existing video
service, the project uses an internet relay chat (IRC) bot to read
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seven simple commands fed to the GameBoy emulator
VisualBoyAdvance.
Given the nature of the game, there is a strong narrative element,
different from Agar.io, but it is the way in which this is then taken up
by the joint process of playing the game that is remarkable. The
project started as a simple social experiment in online collaboration,
that, whilst in progress, went viral and involved tens of thousands of
players simultaneously. Having started on 13 February 2014, it took
16 days, 7 hours, 45 minutes and 30 seconds of continuous play to
complete Pokemon Red, the first game in the series.8 Compiling the
seven different commands from tens of thousands of players at first
meant that every command was taken in sequence as they were
received. This meant that players would often contradict each other
– often deliberately – and that the ‘start’ button, might also get
pressed at any point.9
As the game progressed, another mode was introduced by its
anonymous developer. This mode, ‘Democracy’, took a sample of
inputs made within a certain timeframe and took the majority
decision. The decision to enter this mode could be made by players
voting during the course of the game. The original mode, now
dubbed ‘Anarchy’, would be re-started every hour.
In the few days that this process was running for the first time, over
one and a half million players took part round the clock. The game
spawned numerous memes and social media discussions. It may also
have incidentally proven the flexibility and robustness of the Twitch
platform, which was sold to Amazon some time later.10
Adrian Mackenzie has written extensively on the way in which lags or
mixed temporalities become a material force in online gaming
environments. A player may, for instance, be able to use the delay
present in a game server or the relaying of information by the
network to shoot the avatar of another before the other knows they
are even being shot at.11 A whole infrastructure of international
servers has grown up around ameliorating this problem. Lag is the
ghost that haunts cloud computing and the endless roll-out of
hyperbole about high-bandwidth internet. Lag is the experience of
time not as universal measure but as highly specific undergoing of
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processing. Lag, operated differently by different protocols, is
something that emerges out of the interplay of the material
conditions of networks of computers running a stack of different
software. Relayed in some software as buffering, where the buffer
pre-empts the event of lag by pre-loading data, lag is more difficult to
pre-empt in systems predicated upon liveness, such as games.
Twitch Plays Pokemon involved tens of thousands of players
operating a black-and-white game with minimal command input,
and with a wildly overflowing chatlog. It was hugely chaotic, but it
also showed algorithmic processes to be something that people
amuse themselves in experiencing. Lag here became a thickly
operative part of the game, an entity that emerges out of the
interaction of a multitude of parts. In this condition, simple moves
may take hours to complete and may be sabotaged by players acting
as trolls, or by simple lack of co-ordination of aims, understanding,
timing, operating at multiple scales. Here, process intensity becomes
a highly social factor, as process is bundled up and networked across
the vast crowd of users. In the middle of the mayhem emerges a
condition of rule sets as sociability – not one of efficiency, but of the
relishing of muddle. Manic futility, the urge to throw oneself into a
pointless process, the glorious abundance of nothing in particular
becomes core here: we press buttons together in order to play a
childish game on an emulator of out-of-date equipment, running
under the faintly absurd mythos of a game running a hugely
successful but slightly passé franchise, based on the idea of a game in
a science fiction future, all of which is run across an advanced
planetary communications network to afford maximum redundancy
of interaction and the possibly maximal expenditure of processing
power, labour and attention, in order to achieve a satisfactorily
trivial task. In effect, we have the internet presenting itself as a
gleeful parody of the regime of efficiency and collaboration and of
digital abundance in which it is so often incorporated.
Ambience and Dosage
What can be proposed is that these means are ways of dealing with
algorithmic culture as both ambience and dose; ambience because
like, and as, the office workers bored at work, we are saturated with
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the temporalities, ordering and analyses of algorithmic processes.
Many of these at the moment are exceptionally low-grade,
background operations that provide a texture to contemporary forms
of life. Others are highly focused, specific and singular operations.
Others in turn are fundamental mechanisms of governance and
ordering that make explicit and opaque operations of distinction that
are enforced with the brutality of a border.
They operate as a dose in that they enable constitutive countermeasures of the break, addition, supplement, release in amongst the
conditions of such forms of life. One sits in the waiting room of the
UK Border Agency's Lunar House at Croydon waiting for a visa
interview playing a game, or doing friendship maintenance dataentry work, as a means of inhabiting the slow grind of sudden
decision with other temporalities, other trivial and pointless
operations, since their texture is more amenable to inhabitation and
distraction than the operations of the life-size logic gate which one is
inhabiting. There is such a condensation of procedure in such a
place, such a heaviness of a logic, that to introduce a more minor one
is to gain a certain release, even if only by the modulation of one
irritation by another.
One way to read this is to suggest that self-constitution can be read
as an act of mixing different temporalities, degrees of focus,
procedural operations. This composition is collective as well as
individuating, since such procedures are drawn from and imposed by
numerous resources and contexts that operate across persons,
organizations, economic regimes and conditions of information.
Each comes with its characteristic degree of echoing, modulation,
interference of other patterns and processes. The interrelation of
these procedures-as-forces is the context for and tonality of an ethos
and an aesthetics of the creation of dispositions.
Dosage can be differentiated from the figure of the Pharmakon in the
work of Derrida and Stiegler in that it doesn't consist of anything
necessarily radically different from what it acts to ‘cure’. We are
simply talking of a different tempo, intensity or degree of triviality, of
process. More fundamentally, the way in which this interaction of
dose and ambience implies no substantial difference has some
significance for a material politics of computing.
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We can say also that ambience and dose operate at a range of scales.
Their attraction for models of governmentality and those attempting
to hold the condition of a society together, to perpetuate or intensify
certain conditions, is related to, via various subterranean and explicit
means, that of those attempting to hang together as a subject, in that
ambience and dose provide an offer of the proper or imaginable
ordering of things and a means by which they can seemingly be
handled. More fundamentally, ambience and dose provide the
challenge of imagining a composition that has a certain degree of
self-consistency to it, at the same time as working on a provisional
basis, one that can be thought on the basis of Unix-like systems of
patches and pipes, or in terms of interacting chaotic locales, or a
technocratic imaginary of order in a duel and a dance with entropy.
In such a state, moments of speed and of slackness, dawdling in
conditions which may accelerate or ease down the texture of process
intensity, passages of massing, snowballing, drifting, hiding,
incoherence, inconsequentiality, collective engorgement in triviality
or the minor pleasures of chasing, being chased, and being devoured,
come to the fore. A veritable procedural paradise, approximately
speaking.
References
Lisa Adang, Untitled Project: A Cross-Disciplinary Investigation of
Jodi's Untitled Game, Rhizome Conservation Fellow Programme,
Rhizome, New York, 2013.
Ian Bogost, ‘Persuasive Games: Process Intensity and Social
Experimentation’, Gama Sutra, 23 May 2012.
Chris Crawford, ‘Process Intensity’, Journal of Computer Game
Design, vol.1, no.5 (1987).
Andrew Cunningham, ‘The Bizarre, Mind-Numbing Beauty of
“Twitch Plays Pokémon” ’, 18 February 2014,
http://arstechnica.com/gaming/2014/02/the-bizarre-mindnumbing-mesmerizing-beauty-of-twitch-plays-pokemon
Kim Gittleson, ‘Amazon Buys Video-Game Streaming Site Twitch’,
BBC Online News, 25 August 2014,
http://www.bbc.co.uk/news/technology-28930781
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 237
Olga Goriunova, Art Platforms and Cultural Production on the
Internet, Routledge, London, 2012.
Hado van Hasselt, Arthur Guez, and David Silver, ‘Deep
Reinforcement Learning with Double Q-Learning’, 22 September
2015, https://arxiv.org/abs/1509.06461
Know Your Meme, ‘Twitch Plays Pokemon’,
http://knowyourmeme.com/memes/events/twitch-plays-pokemon
Adrian Mackenzie, Transductions: Bodies and Machines at Speed,
Continuum, London, 2002.
Janet Horowitz Murray, Hamlet on the Holodeck: The Future of
Narrative in Cyberspace, Simon and Schuster, New York, 1997.
Notes
1 See, for an extensive discussion, Lisa Adang, Untitled Project: A
Cross-Disciplinary Investigation of Jodi's Untitled Game,
Rhizome Conservation Fellow Programme, Rhizome, New York,
2013.
2 Hado van Hasselt, Arthur Guez, and David Silver, ‘Deep
Reinforcement Learning with Double Q-Learning’, 22 September
2015, https://arxiv.org/abs/1509.06461.
3 Jonah Peretti, the founder of Buzzfeed, proposed the idea of the
Bored at Work Network as a form of surplus consciousness.
4 Olga Goriunova, Art Platforms and Cultural Production on the
Internet, Routledge, London, 2012.
5 Janet Horowitz Murray, Hamlet on the Holodeck: The Future of
Narrative in Cyberspace, Simon and Schuster, New York, 1997.
6 Chris Crawford, ‘Process Intensity’, Journal of Computer Game
Design, 1:5 (1987).
7 Ian Bogost, ‘Persuasive Games: Process Intensity and Social
Experimentation’, Gama Sutra, 23 May 2012.
8 Know Your Meme, ‘Twitch Plays Pokemon’,
http://knowyourmeme.com/memes/events/twitch-playspokemon.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 238
9 An article covering the early stages of the phenomenon: Andrew
Cunningham, ‘The Bizarre, Mind-Numbing Beauty of “Twitch
Plays Pokémon” ’, 18 February 2014,
http://arstechnica.com/gaming/2014/02/the-bizarre-mindnumbing-mesmerizing-beauty-of-twitch-plays-pokemon.
10 Kim Gittleson, ‘Amazon Buys Video-Game Streaming Site
Twitch’, BBC Online News, 25 August 2014,
http://www.bbc.co.uk/news/technology-28930781.
11 Adrian Mackenzie, Transductions: Bodies and Machines at
Speed, Continuum, London, 2002.
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P. 239
11
Black Sites and Transparency Layers
Transparency is the quintessential contemporary virtue, one that
applies to politicians, budgets, software and bureaucracy; to
romantic relationships, the provenance of food and the decisionmaking of public assemblies. Transparency implies the possibility of
accountability, and also the ease of transmission of things; that they
are explainable, and can be rendered into accounts and systems that
can be scrutinized. As well as being a quality to be elicited from and
between things and in institutions, transparency may also be
implemented ab novo by design. This is one of the ways in which
software – as a culture founded in a state of reason; or failing that at
least in a state of an implementable and self-consistent logic; or,
where there are multiple patterns of interference between modes of
logic that generate glitches or errors, founded, at least, on good
intentions; or, where those are not available, on the need to give
consumers something that they can understand and relish using – is
particularly telling.
Transparency is thus always held slightly away from itself, or, to be
sensed, must be motion-captured in a translation of one mode of
transparency to another. Here, I want to propose a reading of the
genealogy of software interfaces as they present notions and models
for the knowing and active subject of computing, and then address in
turn how the formulation of transparency bleeds out into the
conditions that variant kinds of computational culture make of the
world.
Transparency: what does it look like? Direct perception with no
interference. Clarity and coherence of interconnection across all
layers of an organization or an artefact. The sense of something being
built from the roots up in a cogent and systematic manner that
makes itself available for inspection and understanding at any scale;
and that thus combines the compositional drives of honesty to
materials and integrity of form with an openness of structure. In this
equation, a transparent artefact is something that disappears when
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we understand it, but whose very transparency also improves us.
This first part of the equation is a model of the transparent that is
often ascribed to single-use artefacts. And it is in the latter part, the
capacity for transformation, that transparency has been a key point
of figuration for computer interfaces over their history as part of
what Félix Guattari calls collective equipment, ‘A multitude of
intermediary operations, machines for initiation and semiotic
facilitation that can capture the molecular energy of desire of human
individuals and groups’.1 Part of what complicates this position is the
sheer flexibility of the collective equipment concerned.
Transparency may also be mechanical, a direct translation. This is
where transparency also looks like a PowerPoint slide with three
well-manicured bullet points following the proper laws of rhetoric as
a falling ball follows the laws of physics. Another incarnation of
transparency here is a data projector or beamer screening an empty
slide, a white screen; transparency may also occur as the ‘presenter
view’ of the same slide in a shot-reverse-shot showing four empty
sub-panes, the clock time and time elapsed since the start of the slide
show. Transparency is the reveal of the staging mechanism. In this
case, transparency can alternatively be parsed in the following ways:
as a hexadecimal code in HTML, #ffffff; as a descendant of James
Clerk Maxwell's mathematical description of colour in RGB (red,
green, blue) value, (255, 255, 255), to set colours on a screen; as
process colour (four-colour CMYK; cyan, magenta, yellow, key),
0.00, 0.00, 0.00, for print; as a variant on the hexadecimal, the ‘web
safe colour’ known as ‘white colour’. Such parsing is also translation,
from transparency to the colour white, which stands in for clarity
and the lack of infusion with any other trace. Transparency, in this
mode, is also a code for direct translation, a state of information
processing in which there is an isomorphism between sender and
receiver. Transparency is the clear channel uncomplicated by
translation, but, on screen, one composed of equal parts of red, green
and blue.
Metaphor as Transparency Layer
Transparency may also appear in the guise of a metaphor. In this
mode, metaphor aids transparency by assisting translation via
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inference and association. Prior comprehension of a thing makes
something new understandable via a mapping of one domain of
reference onto another. Transparency is not direct perception here,
but a means by which the activation of an understanding of a
function is arrived at. The metaphor guides thinking, but in some
accounts is also seen to restrain it, in that the operation of the
computer is perpetually being modelled on a prior form. Equally, via
only partial mapping from one domain of reference onto another, a
metaphor can mislead users, and worse, hold back the development
of more fully transparent software.2
The classical formulation of a metaphor that aids such a transition
between one domain of reference and another is that of the
skeuomorph. Perhaps the epitome of a skeuomorphic interface is
that of the Eimco Power Horse, a tractor made in North America
from 1937 to 1942. The line-drive tractor was originally equipped
with leather reins instead of a steering wheel. According to a tractor
enthusiast, ‘It would be an improvement over farming with horses,
but it was dangerous.’ ‘When the farmer said “whoa!, it wouldn't
“whoa”. If he wasn't used to driving a gas tractor, he'd pull back on
the reins to stop, like you would on a horse, and it'd put it in
reverse.’3 The mapping from one domain of reference – the use of
reins to signal customary movements – was incomplete. Within a
short time, cheaper tractors with steering wheels, by companies such
as John Deere or Farmall, were available for less, knocking the
Eimco out of business.
Such symbolic residues persist in computing in more ineffable ways
such as that of the rough size of a piece of paper as a form factor for
tablet computers and mobile phones. The translated familiarities
become about proportions, aspect ratios, heft. Despite this,
metaphor became a long-running approach within the graphic user
interface (GUI), reaching a climax, or nadir, with Apple's iOS6,
which featured a faux wooden bookshelf for eBooks, and an image of
a reel-to-reel tape recorder to deal with podcasts. Felt, leather and
wood were emulated as rendered surfaces in the ‘Game Center’ in
order to give the impression of casino equipment.4 These designs
effectively ended metaphor as a technique by exaggerating it to the
point of parody, or worse, of inefficiency. The amount of screen real
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estate given to establishing the metaphor rather than access to
functions and information made the software clunky and irritating.
The often highly nuanced thought that went into the earlier
generations of Apple software can be seen from early on in the
photo-documentations of programmer Bill Atkinson's parallel and
interwoven work on the GUI, the system for rendering images to
screen, and the grammar of the operating system, in which metaphor
is thought through as a subtle indicator rather than an architecture
of permanent over-explanation.5 By comparison, later uses of
metaphor collapsed under the weight of their own decoration.6
Transparency Layers
Metaphor creates a kind of transparency, but does so as one sort of
transparency layer, a formation in which a certain systematization
of visibility, access and control has dominance. The idea of the
transparency layer draws on the formulation of the abstraction layer
in computing. Abstraction layers include the means by which one
scale of the computer addresses another, from operating system and
applications, through to the kernel, assembler and firmware, down to
the hardware. Abstraction layers are organized through this
hierarchy, and may have numerous intermediating layers within
them in particular cases. A variant kind of abstraction layer can also
be found in programming languages, from higher-level languages
that appear more humanly readable, to machine languages that
address specific components and their particular characteristics of
storage and control of data, and the primitive functions applied to it.
The essential thing about an abstraction layer is that it decouples
general rules of operation from the underlying details, allowing
abstractions at a higher level to ground and manipulate entities at a
lower level of abstraction. Each abstraction layer is implemented and
operates in relation to the formation of what is rendered as a detail,
and what is formulated as general. Each different kind of abstraction
layer has its own way of texturing relations amongst scales.
Abstraction layers are different from part–whole relations. That is to
say that each of their layers is ultimately as generalized as any other
in the hierarchy. Whilst they might be logically equivalent,
abstraction layers may also exhibit internal variation: each
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programming language may also be seen as an act of translation of
what might be possible to be said in a parallel language. Assuming
that all languages (even fun ones such as Emojicode, which uses the
set of emojis in Unicode as symbols to program with7) are Turing
complete, each one is a refractive translation of each other one. The
specific differences in performance, texture and processability are
significant; not to mention the material cultures of forums,
integrated development environments (IDEs), text editors (with
religious wars between users of Vim and Emacs), repositories,
development methods, licences, training programmes, institutions,
companies, and other factors that cluster around and run through
them (without mentioning the profound controversy over whether
tabs or spaces are used to make indents when writing code). These
aggregate, extend, invent and stabilize the nature of the collective
equipment of computing, in ways that are due to the fundamentally
polymorphous nature it owes to such a complete state.
In a certain sense, transparency layers operate by means of the
reversal of the principle of abstraction; they move down from
generality to particularity. But they are also more unruly, built less
out of accumulations of primitives than out of principles that, like
the skeuomorph, sometimes may not map into their intended
domain: they may produce more transparency, or transparency of a
certain kind, a parallax effect. Transparency layers may meld scales,
cut diagonally across abstractions, sink through them shifting and
gilding light like hot glass forming a lens. They may also give the
illusion of doing so, of providing an insight that becomes impalpable.
Transparency layers fold in ambiguity, each with its own
concomitant texture of opacity, its means of slithering or swallowing
light. Transparency layers may also be filters without any necessary
input and output; they may be crystalline or viscid in texture, each
with its own syntax of translation, parsing or plunging into another
scale. This admixture of transparency and opacity may also be
engineered. The blockchain technology of BitCoin that verifies a
legitimate transaction at the same time as anonymizing it is one kind
of such a combination that is explicit. Here, there is a calculus of
reliability, of transparency as distributed transaction ledger, and of
opacity. Transparency layers may be seen as an ergonomic shellgame of focusing attention as a resource, but they also provide part
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of the working materials of the programmer-heroes, such as
Licklider, Sutherland, Engelbart and others, who invented much of
the principle apparatus of contemporary computing. We are still in
an ambivalent position on the surplus of vision of their work, both
living through its aftermath, anticipating its coming or apotheosis,
and recognizing that such single-author visions are now scheduled
solely for the past. These architectures of invented, implemented or
imagined transparencies, such as Ted Nelson's formulation of
reversible hyperlinks (as distinct from the one-way links
characteristic of the world wide web), haunt those that history has
unidirectionally clicked on.8
The complexity and multi-functionality of the computer – the fact
that it is at some level of description a universal machine – are what
make design for it so difficult and so significant. It cannot be reduced
to the clarity of the object with a small range of uses, such as a wine
bottle, an axe or an intercontinental ballistic missile, each with the
minimal implementation required for a purpose. Perhaps the closest
to these ideals is the combination of Lisp and Unix, with their high
degree of recursivity, modularity and an inherent encouragement for
their user to learn, as the modality of transparency in operation.9 It
is this operation of learning that is key here: transparency becomes a
modality of individuation characterized by an open-ended mastery
that requires transformation, and in such a condition becomes
something other than transparency. When such mastery is not at
stake, or not available within the design of a system, transformation
may be offloaded, secreted, operated at another scale as a processual
surplus to be harvested.
Equally, either of these is a different model from the kind of
transparency conjured in recognizable cause and effect, which in
turn relies on the ability to conceal aspects of the transition from
cause to effect in order to make legible; for instance, even something
as simple as moving a cursor with a trackpad, or pressing a field on a
screen to launch a function. Each formation of a transparency layer
generates its own modes of opacity necessary for that transparency
to function, a form of technical understatement or discretion. This is
not to say that each syntax of transparency is essentially the same as
any other, but rather to draw attention to the kinds of composition
they elaborate, sustain and take part in, and to recognize the
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disavowals that certain modes of transparency make of the opacity
that is their coefficient.
Flat Designs
After the era of metaphor we face a new manner of transparency, one
that eschews reference to the past or prior media as a means of
establishing the present. In this sense, interface design has finally
become something contemporary, as something that is designed to
exist by means of conventions, norms, architectures and
understanding that are primarily brought together in the time of its
own composition. That interface design becomes contemporary does
not mean that it has not been so before in a history of advanced,
experimental, visionary or artistic designs – both partially lauded
and mainly submerged – but means that the interfaces aimed at a
mass user base now largely take themselves to have no fundamental
(rather than incidental) need for quasi-systematic metaphor. This
might be indicative of something that used to be called progress. To
say that interfaces are contemporary does not of course imply that
they are adequate, but does imply that they can tell us something
about the present.
The particular kind of contemporaneity that mass-user interfaces
now address users with emerges, counterintuitively, in 2010 with the
Zune Media Player (then in competition with the iPod Touch), in
which the interface moves between a mode characterized by a grid of
variously sized representations of media artwork, breaking with the
then largely text-based interfaces of other music players, down
through a directory hierarchy to ‘oversize’ representations and
controls for the function of each file. Large, clear text, again
sometimes oversized, leading to parts of words flowing over the edge
of the screen, and minimal controls with transitions between modes
and directory positions, are highly animated, dramatizing the touchbased interface. There is a tension between the structure of elements
emphasizing clarity of position and the handling of functions and
data, on the one hand, and the layered animations that give a sense
of the responsiveness of the hardware, on the other. The two graphic
modes are sometimes layered, sometimes discrete. The Zune
inaugurates what has become known as flat design, since the
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emphasis is on clarity and ease of recognition within generally
smaller screens where complex colour gradients, faux-3D and longer
hierarchies of access to functions or data are flattened out into single
colour, larger data representations (such as album covers) instead of
icons, and shorter transitions between kinds of use. Although the
Zune did not gain many users, the interface is influential and some of
its characteristics spread rapidly into the wider Windows Design
Language. Variations of the general flat approach influence design
languages such as Google Polymer or Material Design10 and the
integrated design of Apple hardware and software.11
Each of these initiatives is driven by the imperative to simplify,
remove and reduce clutter entailed by the constrained power and
screen size of smartphones. This movement was most forcefully
established by the operating system for the Windows Phone 7 in
2010, where brightly coloured asymmetrical animated tiles
distinguished themselves from the grid of app icons characteristic of
the iPhone. The operating system integrated social media and
emphasized a minimal number of steps to execute tasks.12 The
movements of the interface shift from clicking points, dragging
objects and interacting in a grammar of objects and verbs to a
movement of swiping, touching, launching. One activates nouns,
apps or objects of information, but the verbs are contained within the
app's pre-set function.
Transparency here operates via a different refractive index, one in
which, according to the Interface Guidelines for Apple iOS, designs
are to ‘Defer to content’13 to allow the user transparent, direct access
to their work, to their ideas, to themselves. There is a move from
dealing with documents characteristic of the personal computer to
using data and services established in the ‘cloud’ and the internet of
things, often via a massive centralization that effectively reinstalls
the master-computer slave-terminal configuration of mainframebased networks of the 1960s. The characteristic functionalist tropes
of the senses, procedures, objects and rationality being unified in one
semantic force-field returns, but with animated, twinkling
transitions between states. The pertaining mode of transparency
operates by means of the idea of a direct handling of data-becomecontent. As devices become more autonomous, running processes
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independently of the user, often in relation to the delivery of
information via internet services, apps jostle for user attention via
notifications, which in turn begin to overflow and need
differentiation, with platforms and operating systems aiming to keep
users accessing information via them rather than via websites. In
Windows 10 and other recent operating systems, data, such as social
media, email and message notifications, stocks or weather, is pushed
directly to the screen, where small entities give access to massive
quantities: an effect of both quantities of data, and relational
architectures.14 Transparency configured as data-become-content is
predicated on data being dynamic, locationally variable and of
multiple kinds. Access to it must be tractable and immediate, but the
move to the cloud means a further shift of relations: rather than the
position of the personal computer, the user directly faces platformbased services that are constantly optimized to compete with other
services (via the spread of functions) to introduce updates, and to
capture potentially capitalizable data on the user's interactions as
part of a population of representative and emergent types. The
interface is collective equipment that establishes the organization of
relation between computational forces and those manifesting as the
user, and the user as a statistical container of a set of probabilities,
but that also disarticulates and renders opaque many of the systems
operating on the data that is yielded to the various services that the
user opens their ports to.
Transparency layers also effect and are manifest in the design of
hardware. Just as interface design revises its relationship to
windows, scroll bars, buttons, frames and other standard
components, a contemporary flat-screen television reformats its
relationship to elements that previously used to be hard knobs, dials,
switches and buttons.15 Where, in a set from the last century, these
elements would have been placed within a larger plastic, wooden or
faux-wooden case, alongside speaker grilles and detailing or
escutcheons to differentiate clusters of functions, they are now
turned into software version of their functionality, or placed at the
rear of the casing, in a monitor operating as a visual ‘infinity pool’.
The ambition of the contemporary screen is simply to be a luminous
image that appears in the midst of a room without reference to a
frame. Whilst the frame still exists for structural reasons, it is
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designed to recede visually, rather than being something that assists
the image in distinguishing itself from the surroundings. (There is a
recapitulation of the evacuation of plinths and frames in twentiethcentury art.) In this condition of the mutability of screens,
information moves across devices. Smartphones and smart
televisions share the same interface and offer conjoined access points
to data and functionality. Phones, televisions and monitors merge in
terms of many of their visual and design characteristics. Other
objects, such as tablets, emerge fully formed into the design language
by exemplifying these changes, though not before shedding the
apparatus of their ideational, yet unrealized, precursors such as the
Dynabook.16
The condensing of information handling hardware into one uniform
type is reflected in the way in which hardware components also
aggregate, echoing Gilbert Simondon's description of the movement
from abstract to concrete in technology.17 The first iPhone had
‘nearly thirty’ interfaces between components. By late 2013, with the
introduction of the unibody design (the phone casing milled from a
single slice of metal), this number ‘shrank to just five’.18 Where the
monitor intends to produce a slither of concentrated vision, with
high resolution equating to high levels of perceptual intensity, here
the aim of transparency layers is to produce the phone as a pure bloc
of universal functionality; the ratio of perception to function, but not
what is outside of either, equating to transparency.
Part of the transition to such a state is the movement to platformbased economies on the internet, where the concretization of devices
is textured by a complex interplay between an imagined universality
of the device; the apparent growth of differentiation in functions
between apps; the consolidation of functions such as identification
and location, as well as homogenized, exploratory and fast-replicated
models of value-extraction shared across them; and the variegation
of social roles and information needs that is in turn underwritten by
a concomitant splintering and variation of formats, vocabularies,
patterns of ownership, control and circulation, itself countered by
illicit and informal modes of circulation. In the context of this multiscalar texturing of interaction, software is often delegated the role of
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both embodying and facilitating each aspect of these conditions, and
of delineating, securing and arranging its consistency.
API
In the era of the metaphor of the cloud, one of the key techniques for
achieving this texture, and others, is the application programming
interface (API). A structure by which programs establish
transparency layers in and between themselves, the API is the
interface for one program to make data available to other programs.
This means that an API is an abstraction of the kinds of function or
data that one program might make available to another, as well as
the means by which this is done. Given the polymorphous nature of
computing, APIs can be found in many forms: as libraries of software
built into a language or system that can be called upon without
needing a basic function to be coded from scratch; as classes
establishing shared kinds of entity and process between objects in
object-oriented programming; as systems that abstract processes
and results from a cluster of languages into a single level of
representation; as descriptions of objects that allow for them to be
interacted with by entities external to their local system; and many
other forms. The general class of API is thus a highly inventive field
in which programs are written to mediate between programs, to
disclose, enclose and encode information, to offer it up, and to
translate and abstract it. APIs thus epitomize some of the complexity
of software as culture and are at the core of the ways in which
computational cultures speak to each other and fold out into the
world.
Transparency layers differ from a standard configuration of objects
and systems in science and technology studies. A key term here is
‘black box’. According to Bruno Latour, ‘The word black box is used
by cyberneticians whenever a piece of machinery or a set of
commands is too complex. In its place they draw a little box about
which they need to know nothing but its input and output.’19 The
term arises from the increased use of electronics in aeronautics in
the 1940s, and is incorporated into cybernetics vocabulary directly as
a result of military surplus and surplus vocabulary entering labs in
the decade following. The standard model of the black box is
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something so stabilized as to have no need for further thought
applied to it and upon or with which further black boxes can be
arrayed or stacked in a reliable manner. The black box is
quintessentially modular. Latour notes a key aspect of the black box,
one given in W. R. Ashby's chapter on the topic in his Introduction to
Cybernetics. What is generally missing from the understanding of
the term acquired by science and technology studies (STS) is an
important qualifier added by Ashby, when he describes the process
of trying to figure out the operations of any such black box: ‘By thus
acting on the Box, and by allowing the Box to affect him [sic] and his
recording apparatus, the experimenter is coupling himself to the
Box, so that the two together form a system with feedback.’20
Part of the cybernetic understanding of black boxes as a term arises
in relation to their critique of, but also partial dependence on, the
legacy of behaviourism. The black box, as a stable modular entity,
can be seen as the continuation of the abstraction of a biological or
learned process found in constructions such as the Skinner Box.
Stable or non-stable, the black box produces a structural coupling in
interaction with the entities that work around and on it. This notion
of a contagious aspect to feedback is a key condition of cybernetics as
an enquiry into the epistemological conditions of technology.
That feedback processes induced by working with black boxes spill
over so that both the operator and the operated affect each other is
crucial to the way in which transparency layers also induce
conditions of opacity. These feedback processes introduce an
interplay between determinacy and indeterminacy in which variable
conditions of transparency and opacity are established, played out
and introduced. The difference between the figure of black boxes
sustained in STS and black sites is that the former are built on a
constitutive disavowal of this feedback and its formative relation to
what is figured as the outside of the box. Understanding the black
site, by contrast, is a process of working to recognize both the way in
which this feedback entails reality-forming effects and how
transparency layers and black sites are mutually interwoven. Their
co-constitution is neither symmetrical nor based upon some notion
of equilibrium in which quanta of each kind are distributed in a way
that balances their proportional share. Rather, each mode of
transparency produces a kind of opacity that is native to it, but that is
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not directly translatable into a transparency–opacity system of
another kind.
Black Sites
The term ‘black sites’ came to the fore in the accounts of the CIA's
secret rendition of people it considered to be suspects in relation to
the West's feedback-riven ‘war on terror’, the invasions of Iraq,
Libya, Afghanistan and elsewhere. Territories that in the minds of
military strategists were to be black boxed and dealt with in isolation
produced contagious systems of feedback. In order to extract the
truth of these conditions, certain individuals who were considered,
whether by accident or from what passed as evidence, to be
important to their determination, or who could be passed off as such,
were extracted and held in secret prisons that became known as
black sites. Within these operations, systems of interrogation,
including torture, could be played out with impunity in order to
establish a further notional idea of the black box: that input and
output could be correctly correlated by means of punishment.
Waterboarding, electrocutions, beatings, sleep deprivation and other
means were, in the understanding of the West's finest agents and the
psychologists who assisted them in the development of techniques,
forms of input that were able to extract reliable intelligence as a form
of output. In order for suspects to be rendered transparent they must
be sealed off from the world, and, so the logic went, in order for the
West to maintain its standing as an aggregate of societies in which
transparency is a virtue, such places must be rendered obscure.
Transparency depends on it. Black sites are thus things that fall off or
out of the regime of openness, that slide between the occlusions of
the layers of transparency, and that are also produced in the
opacities that grammars of transparency rely upon. The particular
qualities and intensities of the kinds of opacity that they produce,
what aspects of life are drawn into them or that are established there,
crystallize the texture of sociotechnical equipment. It must be said
that there is no ‘natural’ relation between transparency and opacity,
no zero-sum game in which a balance must always be played out,
but, in the different formations of equipment, that there is a working
through, a sealing-off, a disavowal, an opening up, a design, a
means–ends calculation, a blundering, a settling for what is possible,
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an idea of progress, a pay-off, a non-optimal equilibrium, an
information processing question, that plays a role of mediator.
Total Dashboard
This mediating interplay between transparency layers and black
sites, what is sealed from inspection or is rendered unknowable, is a
key aspect of the current political equipment, and one that is notably
partially explicit, in certain ways, about the condition. One of the
persuasive and interesting aspects of the theoretical bases of
neoliberalism is its reading of the problem of information
processing: that planned economies necessarily fail because they
cannot take all necessary information into account. As Victor Serge's
character Elkin, in exile and working in a state bureau under the
strictures of the Stalinist 1930s, notes, ‘I know how many fish are
supposed to be caught in five years … Alas nobody knows how many
will be caught.’21 Such a criticism, in different terms, is core to
anarchist and liberal forms of opposition to centralization, but
neoliberalism, in the work of Friedrich Hayek, produces a particular
variant on the problem that sees it as a fundamental point of
differentiation, partly due to the shift in register from the question of
what is just to the question of what is technically best. It is this shift
from politics to equipment, from liberty as ideology to its
implementation as technology, that is especially acute in composing
modalities of transparency in the present.
In the three-volume 1973–9 work, Law, Legislation and Liberty,
Friedrich Hayek proposes self-organization as a form of spontaneous
order natural to the market. The book extols the virtues of certain
constructions of transparency; he proposes, for instance, that
governments open administrative data sets.22 The book argues that
since there is an asymmetry of information, and a disequilibrium of
values by which any information can be assessed, decisions as to the
value of things must be made locally by the participants in the
transaction; and it is the particular technical formulation of
participants in markets and the means of their interaction and
decision-making that are most interesting. In the earlier text ‘The
Uses of Knowledge in Society’, one that attractively describes the
hustle of the market, Hayek proposes that
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It is more than a metaphor to describe the price system as a kind
of machinery for registering change, or a system of
telecommunications which enables individual producers to watch
merely the movement of a few pointers, as an engineer might
watch the hands of a few dials, in order to adjust their activities to
changes of which they may never know more than is reflected in
the price movement.23
There is something hilarious in this vision of the economy as a
system of dials and engineers, of observers watching a thin slit of
reality and then, insofar as they are able, acting through it on the
basis of their unique and inscrutable needs. To purchase, to sell, to
wait, to watch, to track, to calculate: this is the grammar of
interactions available in such a system, and its humour is palpable,
except that, like any black box, it is a template whose systems, even
or especially where they are imaginary, feedback wildly into those
participating in it, or amidst which it acts. Hayek's theme is
something that he wrote on from the 1940s onwards: to promote the
value-attribution capacities of local knowledge – a knowledge of
specific time, place and needs in the individual – above any other
modes of knowledge organization. Concomitant with that is a
recognition of ignorance: that the individual can only ever know in
terms of what might in another vocabulary be described as situated
knowledge. To acknowledge that necessary ignorance is to make an
argument for the liberal benefits of decentralization since, as a
natural limit, it cannot be surpassed.
Opacity is figured here as the primary condition of information, the
background against which it manifests as readings on a few dials, to
be scanned fleetingly, or with sustained knowledge of particular
fluxes of supply and demand, as a means of computing value. The
market is described as a giant discombobulated machine (one that
self-organizes in later work to appear as ‘Catallaxy’) that emerges
from the interactions of the myriad black boxes that it entails. It is an
image of the market that is susceptible to disturbance by machinic
processes that tend to spread information, but it is also one that
establishes something uncannily like a corporate dashboard as the
condition of interface.
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Whilst its proposition of money understood as pricing signals finally
means we can rightfully subsume economics under media theory, a
slightly mischievous reading might detect a concurrency with
Whitehead's well-known proposition in the Introduction to
Mathematics that ‘Civilisation advances by extending the number of
important operations which we can perform without thinking about
them.’24 A general economy of ignorance that increases gross levels
of opacity entails a certain sort of progress, at least when measured
by the inverse of what is thought.
Wittgenstein's battery of questions about beliefs, the shadows and
tones of understanding and grounds for interpretation, may in turn
be faced by those who ponder the catallectic dial.25 Whilst under the
conditions of Hayek's extended device, everything is a black box,
with prices as inputs and outputs. Value generation, under such
conditions of asymmetry of information, requires, and relies upon,
multiple loci of indeterminacy to keep the great machine in motion –
variable degrees of force within different components or sources of
pressure. It is a means for negotiating and structuring volatility. As
Claude Lefort reminds us in ‘The Making of Machiavelli’, the stakes
of the co-ordinates by which such indeterminacies are arrived at are
significant, since the prince asserts himself as such by sustaining the
indetermination that is constitutive of the real.26 The
indetermination may be experienced as zany, stressful, anxiogenic,
or able to produce magnificent conjunctions of worth, in which both
an oil platform and an oil painting arrive at a conjoint place on
separate dials. Wonder is aroused at the hidden capacities of what is
rendered as the real. Amidst this oscillation and conjoining,
separation and variation, there is a flickering backwards and
forwards between axioms of determination and indetermination, and
between modalities of determination and genesis. Amongst and
engendering these movements are modalities of equipment.
Something rather like Hayek's system of dials turns up in the
interfaces of systems such as Uber, Airbnb and other companies
whose operation is via disintermediation; that is, by occupying the
space of mediation between buyers and sellers. Participants in the
system may view sections of each other's records, their locations,
offers, ratings, number of transactions and other data, by a variable
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set of permissions structures. Their interactions are recorded, and a
quasi-currency of ranking provides the enumeration for the dials.
Certain forms of ranking are visible to all participants, while others
are layered, modularized and structurally decoupled. Others are
linked across to wider systems of record-keeping that serve to act as
verification mechanisms for systems such as identity. In the model
proposed by Google's Eric Schmidt and Jared Cohen,27 larger
incumbent institutions are dissolved as platforms aggregate and sort
data between suppliers and users. There is a liberation from the
constraints of hierarchically ordered institutions, or established
forms of trade, but via the insertion of a new locus of a universal
sorting mechanism that becomes a single, or at least super-dense,
point of arbitrage of value. This sorting mechanism is in turn heavily
modularized both at a technical level, following the model of the API,
and at a financial one, using techniques of tax efficiency where
companies are turned into networks of legal objects designed to
minimize exposure to taxation, often spread across various
countries, and de-risking, where costs are offloaded onto
subcontractors who supply labour, vehicles, content and other
resources.
Alongside their informational politics, the financialization strategies
of these companies use the transparency of disintermediation as a
means of ‘going dark’. The refractive index of different modes of
transparency and opacity is keyed into company and accounting
structures. Interfaces act as multi-layered transactions, contracts,
insurance schemes; as both the dial and the diagram of relations
between entities that they at once put in place and render obscure.
A related mode, that of the black box inserted into circuits of
information, allows for whistleblowers to circulate information.
Where the WikiLeaks slogan ‘we open governments’ conjures a form
of radical transparency, or of transparency taken as one form of
ideal, it also entails the requirement for some shielding, what the
design group Metahaven call ‘Black Transparency’.28 The calculus of
transparency and opacity is not a condition of plurality, all of which
kinds are equal, or at least mendaciously tradable, but a condition of
ontogenesis in which many actions are impelled to be tactical.
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Architectures
In architectural terms, there is nothing perhaps more telling of the
strategic implementation of an asymmetry of transparency and
opacity than the structure of drone warfare. When a screencombatant in an air-conditioned container in Nevada works their
shift they open the surfaces of Yemen, Afghanistan, Iraq, Libya, Syria
and other places gifted with enhanced attention, to scrutiny and
attack. In return, they are secluded from response. The attack
surfaces available upon which to return fire remain in those theatres,
and in those soft targets on the streets, in concert halls, mosques,
marketplaces and cafés that are close to and far from the spaces
allocated for the transparency regime of the drone. The interplay of
transparency and opacity here indexes one as the answer to the
other, in which the movement between states is one articulated as a
gearing system of escalation.
An architectural vocabulary of containerized back-end, more
mundane than strictly covert, fronted by a sophisticated apparatus of
transparency, provides part of the diagram characteristic of
computational capital, as much as it does of forms of procedural
imperialism, and it is one recently played out in the architecture of
Silicon Valley.
Long acclimatized to the use of ‘whatever’ buildings, from short-term
leased office suites in generic low-rises, to the hero-garages where
projects are cooked up in a sauce of sweat and insomnia, and to offcampus incubators where foetal companies are weened into the
world, the architecture of the technology industry has until recently
been merely a neutral, slightly scuzzy, backdrop against which the
code played out. In a series of recent buildings commissioned by
Facebook, Google and Apple, a shift is taking place that sees these
companies both asserting their capacity to build in their own terms,
and in each articulating those terms by means of an architecture that
plays out variegated notions of transparency.
A precursor to this movement is the emphatic shift to modern
architecture made by IBM in the 1950s and 1960s, one that ran
through from the design of computer hardware to that of buildings.
Indeed, one longstanding relation between computers and
architecture, according to John Harwood, who writes its history, is
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inspired by the homology of terms established by the von Neumann
architecture. Harwood goes on to show how IBM worked with
modernist industrial designers and architects, such as Noyes, Breuer,
Rand and the Eameses, to produce a sense of computing design as
both spectacle and sober articulation of the workings of the machine.
The large plate-glass windows of a display room on Madison Avenue,
reworked in 1954 to show the bustle, mystique and power of
computing as it was epitomized in the IBM 702;29 or the pavilions
and films for world's fairs that staged the cogency and importance of
technological transformation; as much as the glass frontages to
computers designed by Eliot Noyes that foregrounded the intricacy
and beauty of the large circuits and components of these machines:
all argued for their importance and the centrality of the company
producing them.30 Noyes’ early work on hardware emphasized glass
panels in cases. The International Style of architecture is the point of
reference for the casing of computers such as the IBM 705 III or the
IBM 305 RAMAC: these are the design principles of Mies van der
Rohe's Farnsworth House reworked to display a materialization of
Claude Shannon's translation of Boolean logic expressed in circuits.
This conjunction of sobriety – the machine under the regime of the
modern translation of the Calvinist curtainless window – with
theatre is elaborated in part due to the requirement for an envelope
around the machine that protects the working of components.
Perhaps a more submerged reference is to the glass-fronted
jukeboxes and amusement arcade machines these computers also
resemble and whose transparent operation as automata is part of
their charm. The Wurlitzer 1100 Jukebox, made in 1948, was
advertised with the phrase ‘Look at it! Listen to it! Probe into its
innards and marvel at its engineering!’,31 and came fitted with
illuminating and revolving coloured pilasters to boot. Something of
this flavour was played out in the candy-coloured and translucent
iMacs of the late 1990s, but the reflections, mutual interpenetration
of spaces and sheets of brightness, fresh air and mobile, cleansing
lightness that are held together like informational weather-fronts in
recent headquarters buildings aim to address another scale.
This is a moment when Silicon Valley companies attempt to address
the world, and to gird themselves, with an appropriate magnificence.
The new crop of headquarters buildings includes Facebook's 2015
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building in Menlo Park, designed by Frank Gehry; Apple's, of 2016
built in Cupertino, designed by Norman Foster & Co.; and Google's
new Mountain View campus, designed by Bjarke Ingels Group and
Thomas Heatherwick Studio in 2016.
Facebook
Gehry's building revisits, in a slightly more guarded way, some of the
style of his late-1970s work, the Santa Monica house built around an
existing structure, by an accumulation of apparently rough, cheap
materials with raw surfaces, arrayed in funky, almost accidental
juxtaposition and an air of permanent construction. The house as
building site, with chain-link fencing and corrugated barriers, is
translated into the big box warehouse as collision space, one out-oftown store thrust into the other in a row. It is the aesthetics of the
hero-garage extruded to the length of a multinational work-liner.
Threaded around it are numerous cantilevered decks and walkways,
steel staircases that veer in and out of the jaunty, sunshiny, bigwindowed building. High ceilings allow for temporary structures,
such as canteens and gathering spaces, careers.
On the opening day, a glass-walled chamber of a meeting room is
filled with plastic ball-pool balls. Work is a playground. It is fast,
quasi-hackable, the building's speed of assembly being an indicator
of how fast the company can move on, to the next one, to be built on
the other side of the freeway. Its state of unfinishedness is a threedimensional press release to show how much more they can achieve.
On the roof there is a nine-acre landscaped arrangement of paths,
plants and decking. The layout of paths on the roof gardens looks
uncannily like that set out by Archizoom in their 1970 competition
proposal for the University of Florence, yet they are topologically
distinct, with Facebook's being a relatively closed structure, like a
social network analysis graph of one group of friends alone.32 This is
a space to work in a hammock or folksy Adirondack chair, to connect
with yourself by direct message.
The place is built to encourage spontaneous encounters between
people from different teams and specialisms moving around the
internal and external balconies, walkways and stairs, and across the
massive internal floors. Project teams cluster on mobile furniture,
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wires hang from the ceiling to power their large monitors and
laptops. Developers and marketers slump on mid-century modern
armchairs and are perked up by Aerons. The air is one of
provisionality and has the tang of the freshly canned street art
adorning some of the walls. When Zuckerberg stalks the premises,
high-fiving and nodding, employees act furiously carefree.
Transparency here is in the mode familiar from tech companies,
expensively rough finishes belying sophisticated mediation of
building codes and an attempt to self-social-engineer that is
emphasized by its marked attempts to look effortless.
Apple
Developing the theme of meadows and trees as if riffing off Richard
Brautigan's poem, ‘All watched over by machines of loving grace’, as
merely a post-ironic list of ingredients for a successful campus rather
than a declaration of foreboding, the pre-construction images of
Apple's headquarters present a world of low trees, golden grasslands
and paths to wander in. Personnel are on a pilgrimage or voyaging to
a festival. On greener lawns, people in American blue-jeans sit on
deckchairs or café chairs, lounge under a pergola covered in wisteria.
Staffers serendipitously meet by the shrubbery. They hold their
hands up to protect their eyes from the evening sun, as the shadows
draw across the landscape engineering. And oh, in the background
the sun is reflecting from one of the sheets of glass on the building's
façade, a circular elevation four storeys high. The building is a circle
of glass extruded down from the heavens to intensify light on earth.
A number of the exterior panels are claimed to be the largest sheets
of curved glass ever made.33 The building is magnificently
engineered, with components brought together with precision and
attention to environmental impact. Inside the circle is more
parkland, a stage, pathways, expertly curated arborial content.
What is notable about the people biding their time in the park is that
none of them hold a phone or a tablet, wear bass-enhancing earbuds,
flick their wrists at a watch, or tap at a laptop. The mock-up images
of Apple's campus produced by Foster's office suggest a technologyfree world of indolence surrounding this fortress of transparency.
Inside the seven-mile circumference of the great vitrine of a
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 260
headquarters, transparency is complemented by a superlative control
over information flows. All staff are under the opaque exactitudes of
non-disclosure agreements. Security clearances protecting siloed,
perhaps competing, projects govern access control. This building
takes the form of the glass atrium and extrudes it through a 360degree rotation; an infinite atrium, with all the micro-politics of
welcoming, displaying, enticing, waiting, intercepting and
controlling that occurs in a building lobby scrolled through the
structure and elaborated in electronic, legal and architectural hyperdimensions. This fortress of transparency instantiates a style that,
rather than operate a grammar by which they are held distinct,
absolutely fuses transparency and opacity as identical qualities.
Google
What is impressive about the new buildings being drawn up and
begun for Google is that the future arrives just as it has always been
imagined. There is not one iota that seems to come from a future that
has not already been had. The combination of the utopian
architecture of the 1960s, biospheres, Buckminster Fuller and the
blob architecture of the beginning of the century produces an
architectural space-time matrix that collapses into a hyper-dense
concentration of the inevitable. The campus folds volumes of air and
light in, ‘a single piece of super-transparent, ultra-light
membrane’.34 A series of glass tension-structures covers a modular
architecture of recomposable storeys, of internal structure as
furniture. And here is the novelty, not in the architectural vocabulary
of glass membranes, but in the explicit way in which composition is
expressed as power, but in a manner more natively computational:
the building envelope works as an expression of calculation power
expressed by the complexity of components set into relation by
associative modelling, transcoding across forms, the elaboration of
vector fields with multiple curvatures. Calculation power (partially
exemplified in parametric design, claimed by its proponent Patrik
Schumacher as the international style ‘founded in advancing
processes of post-Fordist restructuring, globalisation, market
liberalisation and democratisation’35) substitutes the voluptuous use
of complex geometry such as splines and nurbs for the classical
symbols of Euclidian geometric power: columns, domes and walls.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 261
Masses of masonry become traces of numerical functions intensified
across a myriad of particles. Gaskets, space-frames and meshes, with
each component individually machined, flow in individuated arrays
across space to cohere as canopies, whilst equally individuated
crowds of skill-bearing employees mingle in the floors below.
In reciprocal mingling, beds of plants run across the boundaries of
the canopies. As a Google blog says, ‘With trees, landscaping, cafes,
and bike paths weaving through these structures, we aim to blur the
distinction between our buildings and nature.’36 Unlike Serge's
paucity of the programmability of fish, shoals of data array
themselves in nets with a readiness that confirms the naturalness of
the arrangement. In such an environment, according to the model
images of the campus that are provided by Google, the trees are more
verdant and shady, the grass is more bucolic, fed by streams. There is
more of an informality to the planting, rope bridges threaded across
waterways make the space more like a playground, small beds of
vegetables make it like a market garden. The cafés and walkways that
cluster around the canopies are open to the public, since the campus
occupies so much of a space that would otherwise be a town. This is
Center Parcs or the Eden Project reconstituted and generalized as
workplace and holiday, a rendering of the form of contemporary
power where the emperors themselves, rather than their clothes, are
transparent.
Farm
The interplay between modes of opacity and transparency and their
rendering in different modes of composition, at variable and fixed
ranges of scales, and in their texturing of relations between the
entities that they draw together and compose, provides a
fundamental ground of organization for the present day.
Various forms of humanism suggest a model of a moment when
humanity becomes transparent to itself in a hard-wrangled time of
self-knowledge. For Marx, this moment would arise from
communism, where the commodity form would no longer hide
labour from itself. A more constructivist formulation suggests that
different modalities, kinds and keennesses of transparency may be
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 262
created by intercalating different textures, processes and matters of
variable refractive indexes.
One project that plays in between these modes is the installation
Farm (Pryor Creek, Oklahoma) by the Irish artist John Gerrard.37
In order to produce this work, Gerrard first contacted Google to gain
permission to photograph one of its server farms. Permission was
refused, so a helicopter was hired, and around 30,000 frames of
images were taken whilst it flew round the building. These images
were then transposed into Unigine, a game engine that rendered the
external characteristics of the building, to be projected onto the wall
of a gallery. The installation consists of the slow progress of the
rendering, and panning by a zooming process, around the model of
the building. With barely a trace of glass, except for some light-vents
in the flanks of an administration building, the server farm is a low
construction, an extended concrete shed surrounded by large white
tanks holding refrigerant gases, an array of steel towers and electrical
supply equipment. The rural landscape of Pryor is transposed into a
dully glowering desert in the installation. In both cases, the building
effaces rather than celebrates transparency, but it is one of the
architectures of opacity that subtends the crystal menageries being
rendered around the Californian freeways.
All of these cases show that transparency cannot simply be
implemented from a set of general principles as an absolute and
addressable quality that can be invoked without translation.
Transparency must be constructed, and in that movement
refractions are induced. Each modality of transparency summons
particular characteristics of composition to the fore. The field of
human–computer interaction is a cluster of spaces for experimenting
with the ideational forces of these modalities at the level of interface,
but transparency layers run deep, into the relation of processors and
languages, the relations of objects and processes in networks, and
the figurations of entities in economies and cultural forms.
Following Gödel, computational logic is not wholly knowable to itself
in its own terms, and thus folds outwards in order to maintain a
point of reference. In so doing, it voraciously becomes part of the
world, and, to stabilize its uncertainty, to give it some traction, starts
to hold on to and work into other scales of existence, which it thus
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 263
potentiates and recodes with the capacities for generality,
construction and power characteristic of computing. The
organizations, ideas and forces that are able to align themselves with
this proliferation are able in turn to arrange it. They forge collective
equipment at a time when technology simply is politics, is one of its
primary grounds of constitution. The proliferation of calculation
power entailed by computing entails an exponential quality that has
similarities to the forces of desire, one that finds its forms in the
myriad modes of connection, modelling, simulation, ordering,
control, speculation, experiment, disintermediation, counting,
recording, recoding, extrapolating, inventing and other kinds of
movement in computational culture. Part of the stakes, then, of a
theoretical, hackerly, political or aesthetic involvement in software is
to catch this movement and to realign it, provide other moving
points of reference, and other drives by which it might be refracted
and intensified.
It is in amongst this condition that the formation of transparency
layers occurs, in the movement between the generality of
computation and what it tangles with and mutates and is mutated
by; and in the way in which this condition is mediated and
articulated by specific implementations, particular pieces of code,
working methods, the concatenations of libraries, languages,
frameworks, companies, licences, protocols, objects; and in the ways
in which these further concatenate relations of the means of ideation,
eroticism, economy, sensation and the grinding machines of gender,
class, race, nationality. One of the means to stabilize and align
computational forces has been through the classic forms of
bureaucracy, which provides its own customary diagrams and
textures of opacity and transparency, its own means of elisions and
accountabilities in negotiating the general and the particular.
Transparency with certain modifications is one of the key
bureaucratic ideals, as much as self-knowledge has been crucial to
the ideals of humanism. Each of these has its vectors and textures of
clarity, its characteristic blind-spots and the subjects that thrive in
them. Their peculiar combination of transparency and opacity is
what characterizes them and the calculus of possibility and
indeterminacy that they establish.
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P. 264
That both the architecture and the operating systems of some of the
key organizations of Silicon Valley are in this moment attempting to
align themselves with a version of the contemporary, in a dual move
that is surely aimed at more forcefully defining it; and that this
movement is made by the elaboration of a rhetoric and a variable set
of instantiations of transparency; must draw attention to the nature
of the textures, grammars and processes such transparency entails.
At the same time, the shifting dynamics of feedback around these
immense glass boxes, the uncluttered interfaces and edgeless screens
that they produce and the swirls of opacity that they disavow, effuse
and rely upon, create conditions for reflection.
References
Harold Abelson, Gerald Jay Sussman and Julie Sussman, Structure
and Interpretation of Computer Programs, 2nd edn, MIT Press,
Cambridge, MA, 1996.
Apple, iOS Human Interface Guidelines,
https://developer.apple.com/library/ios/documentation/UserExperi
ence/Conceptual/MobileHIG
William Ross Ashby, Introduction to Cybernetics, Chapman & Hall,
London, 1957.
Emojicode, http://emojicode.org
Nathan Ensmenger, The Computer Boys Take Over: Computers,
Programmers, and the Politics of Technical Expertise, MIT Press,
Cambridge, MA, 2010.
Donald Gentner and Jacob Nielsen, ‘The Anti-Mac Interface’,
Communications of the ACM, 39:8 (August 1996), pp. 70–82.
Google, Material Design,
http://www.google.com/design/spec/materialdesign/introduction.html
Google, ‘Rethinking Office Space’,
https://googleblog.blogspot.co.uk/2015/02/rethinking-officespace.html
Félix Guattari, Lines of Flight: For Another World of Possibilities,
trans. Andrew Goffey, Bloomsbury, London, 2015.
John Harwood, The Interface: IBM and the Transformation of
Corporate Design 1945–1976, University of Minnesota Press,
Minneapolis, 2011.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 265
Friedrich Hayek, ‘The Uses of Knowledge in Society’, American
Economic Review, 35:4 (September 1945), pp. 519–30.
Friedrich Hayek, Law, Legislation and Liberty, 3 vols., Routledge &
Kegan Paul, London and Henley, 1973–9.
Andy Hertzfeld, Revolution in the Valley: The Insanely Great Story
of How the Mac Was Made, O’Reilly, Sebastapol, CA, 2011.
Jukebox London,
http://www.jukeboxlondon.co.uk/index.php/gallery/a-1948wurlitzer-model-1100-jukebox
Leander Kahney, Jony Ive: The Genius Behind Apple's Greatest
Products, Portfolio Penguin, London, 2014.
Alan Kay and Adele Goldberg, ‘Personal Dynamic Media’, in Noah
Wardrip Fruin and Nick Montford, New Media Reader, MIT Press,
Cambridge, MA, 2003.
Bruno Latour, Science in Action: How To Follow Scientists and
Engineers Through Society, Harvard University Press, Cambridge,
MA, 1988.
Claude Lefort, The Making of Machiavelli, Northwestern University
Press, Evanston, 2012.
John Lions, A Commentary on the 6th Edition Unix Operating
System, University of New South Wales, Sydney, 1977.
Leslie C. McDaniel, ‘Reining in the Power Horse Tractor’, Farm
Collector, August 1999,
http://www.farmcollector.com/tractors/power-horse-tractor.aspx
Metahaven, Black Transparency: The Right To Know in the Age of
Mass Surveillance, Sternberg Press, Berlin, 2015.
Ted Nelson et al., Xanadu, http://www.xanadu.com
David Radcliffe, ‘Rethinking Office Space’, Google Official Blog, 27
February 2015,
https://googleblog.blogspot.co.uk/2015/02/rethinking-officespace.html
Catherine Rossi and Alex Coles (eds.), EP. Vol. 1: The Italian AvantGarde 1968–1976, Sternberg Press, Berlin, 2013.
Eric Schmidt and Jared Cohen, A New Digital Age: Reshaping the
Future of People, Nations and Businesses, John Murray, London,
2014.
Patrik Schumacher, ‘The Historical Pertinence of Parametricism and
the Prospect of a Free Market Urban Order’, in Matthew Poole and
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 266
Manuel Schvartzberg (eds.), The Politics of Parametricism: Digital
Technologies in Architecture, Bloomsbury, London, 2015.
Victor Serge, Midnight in the Century, trans. Richard Greeman, New
York Review Books, New York, 2015.
Gilbert Simondon, Du mode d’existence des objets techniques,
Editions Aubier, Paris, 2012.
Alfred North Whitehead, Introduction to Mathematics, Thornton
Butterworth, London, and Henry Holt, New York, 1911.
Nick Wingfield, ‘The Critics Rave … For Microsoft?’, New York
Times, 7 January 2012.
Ludwig Wittgenstein, On Certainty, trans. G. E. M. Anscombe,
Blackwell, Oxford, 1991.
Notes
1 Félix Guattari, Lines of Flight: For Another World of
Possibilities, trans. Andrew Goffey, Bloomsbury, London, 2015, p.
11.
2 Donald Gentner and Jacob Nielsen, ‘The Anti-Mac Interface’,
Communications of the ACM, 39:8 (August 1996), pp. 70–82.
3 Leslie C. McDaniel, ‘Reining in the Power Horse Tractor’, Farm
Collector, August 1999,
http://www.farmcollector.com/tractors/power-horsetractor.aspx.
4 Scott Forstall was the Apple vice president who championed this
approach.
5 Andy Hertzfeld, Revolution in the Valley: The Insanely Great
Story of How the Mac Was Made, O’Reilly, Sebastapol, CA, 2011.
6 Such metaphor has its own counterpart in a typical interface
produced under the graphic structures native to a language such
as Visual Basic, in which a grey universe of fields, drop-down
menus and other features presents the ability to operate on data
with a high degree of detail, but incoherently. Here, the nonmetaphorical becomes a metaphor for clarity.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 267
7 The Emojicode project website is http://emojicode.org.
8 See the project documentation at Ted Nelson et al., Xanadu,
http://www.xanadu.com.
9 John Lions, A Commentary on the 6th Edition Unix Operating
System, University of New South Wales, Sydney, 1977; Harold
Abelson, Gerald Jay Sussman and Julie Sussman, Structure and
Interpretation of Computer Programs, 2nd edn, MIT Press,
Cambridge, MA, 1996.
10 Google's Material Design, though ‘flat’, is remarkably insistent
on its metaphorical debt to print and paper. Google, Material
Design, http://www.google.com/design/spec/materialdesign/introduction.html
11 Leander Kahney, Jony Ive: The Genius Behind Apple's Greatest
Products, Portfolio Penguin, London, 2014.
12 Nick Wingfield, ‘The Critics Rave … For Microsoft?’, New York
Times, 7 January 2012.
13 Apple, iOS Human Interface Guidelines,
https://developer.apple.com/library/ios/documentation/UserEx
perience/Conceptual/MobileHIG.
14 Smart watches, echoing the jargon of watchmakers, add
‘complications’ to their faces.
15 Thanks to Dirk Paesmans of Jodi for a discussion of screens.
16 Alan Kay and Adele Goldberg, ‘Personal Dynamic Media’, in
Noah Wardrip Fruin and Nick Montford, New Media Reader,
MIT Press, Cambridge, MA, 2003.
17 Gilbert Simondon, Du mode d’existence des objets techniques,
Editions Aubier, Paris, 2012.
18 Kahney, Jony Ive, p. 242.
19 Bruno Latour, Science in Action: How To Follow Scientists and
Engineers Through Society, Harvard University Press,
Cambridge, MA, 1988, pp. 2–3.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 268
20 William Ross Ashby, Introduction to Cybernetics, Chapman &
Hall, London, 1957, p. 87.
21 Victor Serge, Midnight in the Century, trans. Richard Greeman,
New York Review Books, New York, 2015, p. 62
22 Friedrich Hayek, Law, Legislation and Liberty, 3 vols.,
Routledge & Kegan Paul, London and Henley, 1973–9.
23 Friedrich Hayek, ‘The Uses of Knowledge in Society’, American
Economic Review, 35:4 (September 1945), pp. 519–30.
24 Alfred North Whitehead, Introduction to Mathematics,
Thornton Butterworth, London, and Henry Holt, New York, 1911,
p. 61.
25 Ludwig Wittgenstein, On Certainty, trans. G. E. M. Anscombe,
Blackwell, Oxford, 1991.
26 Claude Lefort, The Making of Machiavelli, Northwestern
University Press, Evanston, 2012.
27 Eric Schmidt and Jared Cohen, A New Digital Age: Reshaping
the Future of People, Nations and Businesses, John Murray,
London, 2014.
28 Metahaven, Black Transparency: The Right To Know in the
Age of Mass Surveillance, Sternberg Press, Berlin, 2015.
29 This showroom was at the base of IBM world headquarters at
the junction of Madison Avenue and Fifty-Seventh Street. Nathan
Ensmenger, The Computer Boys Take Over: Computers,
Programmers, and the Politics of Technical Expertise, MIT Press,
Cambridge, MA, 2010.
30 The work of Noyes and of IBM's designers and consultant
designers more generally is expertly brought together in John
Harwood, The Interface: IBM and the Transformation of
Corporate Design 1945–1976, University of Minnesota Press,
Minneapolis, 2011.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 269
31 Jukebox London
http://www.jukeboxlondon.co.uk/index.php/gallery/a-1948wurlitzer-model-1100-jukebox.
32 See a photograph of the maquette for this proposal in Catherine
Rossi and Alex Coles (eds.), EP. Vol. 1: The Italian Avant-Garde
1968–1976, Sternberg Press, Berlin, 2013, pp. 152–3.
33 The glass company Sedak, which manufactures the panels,
makes this claim at
https://www.sedak.com/en/company/current/details/article/tim
-cook-zu-gast-bei-sedak.
34 Phrase from Bjarke Ingels, speaking in a Google promotional
video, ‘Rethinking Office Space’,
https://googleblog.blogspot.co.uk/2015/02/rethinking-officespace.html.
35 Patrik Schumacher, ‘The Historical Pertinence of Parametricism
and the Prospect of a Free Market Urban Order’, in Matthew
Poole and Manuel Schvartzberg (eds.), The Politics of
Parametricism: Digital Technologies in Architecture,
Bloomsbury, London, 2015, p. 19.
36 David Radcliffe, ‘Rethinking Office Space’, Google Official Blog,
27 February 2015,
https://googleblog.blogspot.co.uk/2015/02/rethinking-officespace.html.
37 Shown at the Thomas Dane gallery, St James, London, 2015.
How to Be a Geek - Fuller, Matthew;Matthew Fuller / text
P. 270
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