Currently watching an English subtitled version of The Dreamers in a Beijing coffee shop called “Waiting for Godot”. Seriously.
They also sell used stereo equipment here. Why not?
Currently watching an English subtitled version of The Dreamers in a Beijing coffee shop called “Waiting for Godot”. Seriously.
They also sell used stereo equipment here. Why not?
Went to the 798 Art District today, which is out in a bunch of former factories.
Which is an awesome idea, right? On of the first major Chinese electronics factories from the late fifties, repurposed by avant-garde artists.
Except, as naturally happens, good art space becomes good gallery space, and good gallery space gets expensive. Or in this case, officiated by the state into a modern art tourist attraction.
Old steam conduits now hold billboards, and the place is crawling with people, yet no artists to be seen.
It’s characteristic China. If something is going to be official, it’s going to be big. There’s like 200 galleries here.
Is this ironic? In China, it’s hard to tell, and I have a suspicion that what is lost in translation is actually siphoned off in some sort of surplus value profit taking, some kind of currency exchange. Or maybe the irony is the value that we are taking?
Some good stuff. We saw some good art, though we saw crap too, just like anywhere else. Look at this exterior to a gallery above, made from glass half-enclosing some turbines or transformers of some sort. That’s China. The expanding consumerism is a bit sickening, but as a hayseed American in from the sticks to visit the new superpower, it’s still a sight to be seen.
OMG you guys. We are in so much trouble. We went to Joy City tonight, which is the mall that puts every shopping center in America to shame. Also, .9 Full-Bladerunner. If it had been raining, maybe .93.
This is the expensive mall in Beijing, with all the foreign brands. It had every brand I’ve ever heard of, and that many again that I hadn’t. I submit to you the diagram of the fourth floor. Coolhunters, feel free to crib these names.
But that is not it, because there are ELEVEN of these floors. And each has a hip name, to help you remember where you’re at.
Each floor has a name, so you can remember where you are.
This is not an event ending, this is just the sidewalk in the evening. Too many people to cross the busy street, right? Well they thought of that.
This is the pedestrian viaduct over the street. You can see the lights better from up here anyway.
The cyberpunks thought we’d be assimilated by Japanese culture. They were wrong, but only by several hundred miles.
My itchy shutter finger aside, I find myself pretty much gawking my way through Beijing.
These reminded me of the arcologies from Simcity 2000. There were four of them, but I couldn’t get them all in one shot.
I’m probably one of the few tourists that photographs subways out of genuine interest. These doors keep you from falling on the tracks when there’s no train in the station, but I’ve only seen them on the 5 Line so far.
The National Museum of China. There is no way to impress upon you through photographs how massive this building is.
Basically, the people on the other side of the entrance hall are so small they don’t show up on this photo.
Art from inside the museum, which is dedicated to Chinese history, both classical and revolutionary.
This hall was apparently dedicated to images of soldiers, police, and emergency personnel. No translations were available.
I would write more, but I walked probably ten miles today.
“If it says KOGKZ, it says Quality.”
From the cab. It begins.
I’m in China for the next month, and that means no Twitter. POSZU will be the main outlet, but syndicated to Twitter! (If you’re following @poszu as well, sorry for the double posts.)
Anyway, this is a test to make sure everything is working. It will be mostly photos and fun stuff here for the next month.
Bruce Sterling commented on this diagram on his blog:
*These icons represent user interactions associated with Layar augmented “Points of Interest,” or “floaties.” It’s a pretty good graphic-design job and I have no problem with that, but check out how many of these icons are archaic “skeuomorphs,” or references to archaic, no-longer-functional forms of analog media.
“Hey!” I said. I have many of these so-called skeuomorphs sitting in my living room. They would be littering my desk, if I had one. I use these things often, and not just for kitsch value, but for their intended and designed use, of all things.
I have a certain dislike of the term skeuomorph. It is a meaningful term, of course, defined like so on the helpful Tumblr-style site, Skeuomorphs.com:
Wikipedia defines a skeuomorph as “a derivative object which retains ornamental design cues to a structure that was necessary in the original.”
Skeuomorphs.com uses the following tests to determine if an object is a skeuomorph:
- the function of the design cue must be lost, otherwise it is an example of path dependence
- the design cue must be inherited from a predecessor, not copied from a similar object
- the object must be derivative. Functional objects do not become skeuomorphs when they are repurposed as decorations
Fair enough. You can see plenty of good examples on their site. But, I often see this term used (skeuomorphically repurposed?) to denote things called “obsolete”, or otherwise less fashionable than objects that perform a similar task more quickly/cheaper/alternatively/on the internet.
The point of the definition above is a sort of “empty design echo”. A form or aesthetic of a functional object is deliberately maintained, inherited from a completely different object that does not require that form or aesthetic to function. This is not the same as being a vinyl LP afficionado; this would be like making a tone arm to come down over top of an open CD player, the arm being non-functional because the sound data is read from the bottom. Why would you do that? Good question.
On the other hand, to actually listen to vinyl records has a distinct function. And it is not just to be “retro”. Vinyl has a distinctive sound. There are vast numbers of vinyl records and equipment for playing them out there and available, many of them inexpensive. Some people still have vinyl they bought when it was new, and would rather continue to listen to them just as before, rather than “upgrading” for the joy of being “current”. To call something obsolete just because it is “behind the times” is to almost make a reverse-skeuomorph: to select an object for a design that attempt to evoke modernity, futurity and State-of-the-Art-edness, thereby ignoring the function for the sake of the curve. Are stainless steel appliances and fixtures really better than those made from plastic? I don’t know, but I wouldn’t ask Kohler or Whirlpool for their reverse-skeuomorph marketing schtick.
Anyway: I decided to play a fun game. I went down the list of icons above to see which ones I could produce the symbolized object, not just its functional equivalent. I did this because I am unpacking from a move, and so for at least a week I know where everything is. The point isn’t to prove anything, just to see to what extent these symbolic skeuomorphs are or are not part of my everyday life.
Skeuomorphic Symbol Scavenger Hunt
Here are the rules:
I get one point if have the actual object.
I get half a point if have a very similar object, that actually has the same symbolized function without being a skeuomorph. Or in the case of those that are more of verbs than nouns, I have something pretty close.
I don’t get any points if I “recently had one”, or “I’ve got one in storage”, or if “I know where I can get one”. The implication from the full-point status is that I not only have this object as if I collected it, but I use it regularly as it was designed to be used, not just getting it out on weekends for fun, like my pinstriped sport suit I wear when I ride my penny-farthing down the promenade (I don’t actually do this).
So without further ado or theory, my results.
Info – One Point
You’re probably pretty skeptical that I’m giving myself a full point for this first one, but I consider this correct. The “i” stands for info, or alternately, a person, as in the “You Are Here” symbol on the map located at an information kiosk of some sort, because if you are looking at the map, you are at the kiosk. And, I have a travel map, of the kind that is the sort of info that is handed out at travel kiosks.
Audio – One Point
Say hello to my Grado Labs SR-60s! Some of the best headphones you can get in the price range. And would you look at that functionalist earphone profile? The icon is almost a silhouette of it.
Video – Half Point
Arguably, the icon is of a projector, not of a camera, because even film cameras utilize cartridges. I had a 8mm projector up until last week, and have a 8mm camera in storage, but neither of these count. However, I do have a video camera that uses tapes. Digital magnetic tapes, but they have the functional reels that make up the primary feature of the icon. “Rewind” is not a metaphor.
Phone – Zero Points
I got nothing. I had a plug-in handset up until I moved a week ago, but I hadn’t plugged it in in five years. And despite the urging of the Qwest salesperson who signed me up for Internet, I was not about to start. My phone looks like a pack of playing cards, and I can shout at whatever side I want.
Email – One Point
I send mail in envelopes all the time. I even have stamps too, though we used the last one this morning. Why do I send “snail mail”? I’ll tell you why. Because, if nothing else, the electricity company charges a surcharge for electronic payment!
Position – One Point
Because there ain’t no cellular network in the woods, fella. In fact, at the speed the network works sometimes, I’d take a quadrangle and compass over a crashing app. Interestingly enough, my cell phone uses this symbol for its location feature, even though it only has GPS and no compass.
Add/Remove – Half Point
These are verbs, so that’s a bit difficult to produce. But, I do have this awesome TI-2550. Check out the red display! It uses 4 AA batteries, and claims operating time of 6 hours on this charge. But, it’s sturdy as shit and doesn’t break the way that crappy credit card solar calculator did when I put it my bag. Plus, as a co-worker once remarked, “it works in the dark!” I give myself a half point for both of these combined.
Edit – One Point
Accept no substitutes.
Collect – One Point
Handmade by some hippie in the third-world ghettos of Portland, Oregon. Cost like $10, and holds more groceries than any other reusable bag we have. Also makes a bitchin’ picnic basket.
Play – Half Point
This is a verb, but the symbol shows up in black and silver on my tape recorder, though you can’t see it in the picture. And this is a functional usage, because it differentiates between tape direction, and the relative speed of rewind and fast-forward.
Play – One Point
You can’t hear it, but I’m singing the theme to Link right now. Dum, dum, da dadadadada! Dum dada, dum da dada! Probably best this way.
Share – Zero Points
Bruces is right, this is an interesting symbol. I thought for a long time about what retro-sharing might look like, but couldn’t come up with anything. Maybe hands exchanging something? I don’t know. I do have this cool folding ruler, but it’s not earning me any points.
Pin – One Point
This kills me, because just yesterday I was holding a box of honest-to-goodness map pins in my hand, that were used to pin locations on a paper map. I dug through a bunch of half-unpacked boxes, but couldn’t find them. Instead, I guiltily present these thumb tacks, and take my full point anyway.
Check In/Out – Zero Points
I don’t know about this one. I have some hotel room cards, of the swipe-in/out variety, but I don’t think that counts. It’s hard to tell exactly what that symbolizes, and it doesn’t make me think of checking in to anything. Not sure what would–a revolving door, maybe? Anyway, instead please see my awesome flight calculator, which CAN ALSO BE USED AS A SLIDE RULE, and will totally be helpful to me when the apocalypse hits and I’m stuck on a boat or a plane?
Log In/Out – One Point
I think the name of this one is the actual skeuomorph. Yeah, your sign-ins to a service may be logged, but so is just about everything. You are really unlocking a service, when something requires a “log-in”. And without the proper key, you do not have access. The log is just a record of that. I wonder, tangentially, when “log on” became uniformly “log in”?
Lock/Unlock – One Point
Keeping gym lockers secure. This one looks pretty flimsy, but I’d trust it more than certain web sites that don’t even run SSL.
List – One Point
How I GTD. I’ve never liked any GTD app as much as paper, and this floppy little book cost less than a buck and fits in my pocket. The list is part of the contents of my storage unit.
Money – One Point
Virtual currency, of the seemingly “real” variety. Interestingly, the “$” symbol does not appear anywhere on the bill.
Open/Close – Zero Points
Nothing for these verbs. And again, the nomenclature is the skeuomorph. “Open” and “close” are what the “windows” are animated to do. If anything, you are running and halting a program or process, conjuring or dispelling a dimension of the GUI.
Search – One Point
The best for last. I suppose I have never really “searched” for anything with my magnifying glass, but I have found things with it. Talk about your semantic search–with this search tool, context isn’t everything, it’s the only thing!
FINAL SCORE: Out of 22 items, 14.5 points.
Think you can do better, or would like to dispute my scoring? Take it to the comments, suckas.
I will be spending most of the month of July in China: in Beijing, and possibly also Shanghai and Qingdao.
The back-story is, that my partner M is going there as part of her Master’s work in folklore (more details on that when it’s link-able), and I, as generally-worldly-writer-and-layabout will be tagging along.
This means, that while my lovely spouse is occupied with her labor, I will be loose on the streets, ready to work for YOU, my small but loyal audience. Therefore, I am taking suggestions on things to research. Want something written about? Photographed? Visited, and documented? Found, and publicized? Well, I’m your POSZU. Send me a note, either in the comments, via email, or through Twitter (@interdome). Because how often do you have a research assistant/writer/jerk in Beijing, ready to work for you?
Note: I am also looking for PAID WRITING GIGS while I’m there. Email me and let’s talk. But while not making my fortune blogging, I’m happy to contribute to the majesty of the Commons. For the good of us all, and the gain of no one.
Here are things that are ON THE LIST:
Architecture
Public Transit
Consumer Electronics
Dumplings
Internet Cafes
Sustainability Projects
Graffiti
Hutongs
Forbidden City
And what else? No topic or project too small. Want a free CC-licensed picture of a particular building? I won’t photograph every single block in the city, but if you can present a compelling reason, I can probably make a day of it.
LulzSec rogue suspected of Bitcoin hack | Technology | The Guardian.
Look at this f’ing article!
Some of the most experienced members of the Anonymous and LulzSec hacker collectives are believed to have had “botnets” – hijacked networks of PCs – of more than 100,000 compromised computers.
If that many machines were set to work generating Bitcoins, they could create up to $7,500 worth a day at current trading levels – meaning members of the hacker collectives could be among the biggest losers if the value does not recover as and when MtGox reopens. In the hours before the hack the total value of Bitcoins in circulation was more than $150m.
IF some hackers have botnets, and IF those botnets are mining Bitcoin, and IF those Bitcoin were stolen, then OMG that sucks for them!!!
What is the deal? If your topic is slightly shady, any sort of journalistic research goes right out the window? I’ve seen articles about Lulzsec quoting anonymous Twitter accounts, and articles about Bitcoin citing claims made on anonymous forum threads as fact. I know that we’re all excited by this real-life-cyberpunk virtuality, but come on.
I just went and beat back the lawn, which was a demeaning and long-overdue task. And one that is fundamentally fruitless at best, because it will only grow back. If I were in charge (I rent, and so am not) I would tear the entire lawn up, and put in a garden, or gravel, or used auto parts, or anything not grass, which I consider a weed for its rate of growth and relative uselessness. But I’m not, and so I slog outside, to cut back the biomass that seeks to encircle the back porch.
Having raked the zen rock garden of that vine-choked lot with a power trimmer, I was able to let loose some of the anger welling up in my spleen from a similarly endless task at which I throw myself time and time again, though not to avoid fines from any rental agreement. I type essay after long essay in Sisyphean exercise, ranting against that which I disagree with, desperately trying, through the pains of logic and theory to beat back that which I find misconstrued, illogical, syllogistic, and wrongheaded. My motivation for this self-inflicted punishment is an imp that gnaws upon the base of my brain. It’s name is truth. Little “t”, of course; it is more yeasty infection than incubus. And yet, it grows. And as it grows, I type.
And I know I ought to quit. I should produce something that gives a bit more joy, that might be received a bit more easily than “reading,” which seems so much like hard work. Why paint a picture too large for most to view it? What good is a six-hour film epic no one will view past the first half an hour? Why pen a book when the readers will wait for the movie, or wait for the two-minute internet video summary, or simply read the title and consider the point absorbed?
Why should I write an article, finely mincing dense philosophical ideas into something the average palette might enjoy with a little open-mindedness, when I still end up with an essay 3500 words long, that being 2000 words longer than the standard piece of intellectual writing on the internet? Not to say that the few hundred page views that it might receive, whether from the number of regular readers or from Google Image Search tourists are not worth nothing. I just know my own choir. And though there is perhaps no greater pleasure than having a conversation between friends, maybe it isn’t necessary to yell so loud, and for so long. But this very dynamic is what brings on the yelling; I’m trying to draw in from the street the people who need to hear this. And so I call to them as they wonder what all the screaming is about, and move a little quicker down the road.
It is that there is not only an infection in my logic brain centers driving me to attempt to express myself in abstract language, it is that there is a desperate need for it in the world. Or so I would tell you. It is that there is such a need to explain the function of the world, and such a small number of good explanations currently accessible. It’s the need for a technical manual, but only having a typewriter cast in unknown script with which to write it. It’s that I could pour all of my skill, my craft, my education, and my talent into an attempt to guide us towards a better interaction with the world around us, and it would still be insufficient. No matter how measured my tone, and how melodious my words, how sharp my rhetoric and how aimed my logic, hitting the brief ring between abstract and obtuse is near impossible. My words either wash away, or are treated as stain. They either become dust, or they gather it.
It would be easy to blame those whom I try to reach. Goodness knows that others have. Nicholas Carr, Martha Nussbaum, and others have railed against the lack of audience for the finer, more delicate arguments and subjects in the world. They preach for what is important, and seems, in light of its recent popular reception, less so. In doing so they are easily mocked for sounding desperate, and for sounding mournful. They sound annoyed that no one is listening to them, and it is easy to reduce their points to that. And in so doing, make the inevitable mocking response flow so much more easily and overwhelmingly of a deluge.
Larry Sanger is the most recent to accuse the modern-day audience of not paying close enough attention. (And secondary reiteration, here.) And you know, he’s right. He is so right. But what does it matter, when it is phrased like this? Is it better to write the theoretical essay and be ignored, or to write the easily understood essay about why the theoretical essay is ignored, and to be mocked and derided? Which is more depressing? Which is more hurtful to the intellectual soul?
TL;DR.
There is nothing that hurts me more than that. It hurts because there is no intellectual response to it. There is no argument that can overcome that, no rebuttal that stands up to it. “I know you are, but what am I.” It makes the intellectual anger rise. It makes the brain wish to ball into a fist.
TL;DR?
You’re An Idiot; Release The Kraken.
But I don’t have a Kraken. All I have are more words. All I have is a lawn that keeps growing. And I have this yeasty imp, fueled by the anger-agar that seeps from my optic nerve to the embryonic root of my brain. There it grows, and begins to stink.
Let me share some of this stink with you.
Sanger is correct, but he writes in a way that will obviously offend, and thereby make his point mute (yes, mute, not moot). Not that he oughtn’t to tell it how it is, but using very generic terms like “geek” and “intellectual”, in my opinion, allows more excuses than accusations, because responders quibble and evade on these points, rather than dealing with the root of his argument. The same thing with tossing Higher Education on the table: an entirely different Gordian Knot, that has connecting lines to be sure, and yet isn’t the same problem.
So let me rephrase, or remix if you like, what is basically his argument, but from my own perspective, using words I hope are more helpful.
Here is how I would phrase the problem:
The respect and credence given to technical knowledge and expertise is limited to those technological fields that are capable of producing marketable product.
In a sense, I’ve made the issue much more complicated, because I’ve linked anti-intellectualism to my own brand of technological Marxist critique, which is to splice two very different and equally controversial arguments together. But I believe that it simplifies the issue as well, by pointing at the real determining factor behind what has been largely acknowledged as a changing paradigm of public opinion, but misidentified as everything from “getting stupider” to “intolerance” to “peak attention span”.
It is not that geeks are anti-intelligence. “Geek” now describes wonky, technically-minded folk from every discipline and genre of knowledge you can imagine, from programming language to dead language, to library science, economics, literary theory, medicine, cultural studies, astronomy, and higher level math. Because of the proliferation of these serious lines of inquiry, there has been a Balkanization of knowledge. Geeks are allowed to immerse themselves in the most concentrated areas of their particular field, and can communicate with others as deeply steeped as themselves. Geekdom has allowed knowledge to intensify to previously never before experienced degrees. Everyone has a conference these days.
But what has changed is the intercommunication between the fiefdoms of Geek. Why would you want to share your deep knowledge by making it accessible to those outside the fold, when you can concentrate your efforts among those who know what you’re talking about? And moreover, why would you want to learn about anything you were not already deeply familiar with, and have to once again become a noob, with a user profile page showing to anyone that you have only been a member for a few paltry weeks?
There are exports by the Geek Guilds, to be sure. But these exports are only products. If you can sum your architectural knowledge into a fifteen minute keynote, we can sell that as product. If your astronomical research spanning years can be compiled into an animated video of five minutes or less, that can be uploaded to Youtube. If your philosophical theory can be applied to social media so that pre-conceived understandings of that media are reinforced, then by all means, name-drop and share. But if your work is somehow more nuanced, more difficult to grasp, or more requiring of deep study and understanding to be conceived… well, then forget it. A picture of a kitten is the common denominator of the internet. If it requires more background knowledge to grasp than that, it better pay off in equal magnitude. Otherwise: TL; DR.
The epitome of this tendency is, of course, the Gadget. The Gadget is technology that is in an easily conceivable, direct to market, product package. No one cares how an iPhone works. All that matters is what it does. The Gadget need not even exist in a physical sense. Gadget blogs have made it abundantly clear both in their content and in their form, that all you need is a clean-looking mock-up of the product and a blurb about what it does to garner clicks and re-posts.
But good for the Gadgets! I wouldn’t begrudge them their own domain. That this consumer-tech domain is particular ripe for commodification ought to surprise no one. But, it does attract the ire of Larry Sanger and other confederates towards the technosphere, or whatever the so-called media theorists and technorati would name the disparate amounts of networks and techological infrastructure making up a certain evolving aspect of our culture. As the elements of our society that most easily conform to exportable knowledge-products and aid their outsourcing, marketing, and distribution celebrate their own intellect-economy Golden Age, it only makes sense that those knowledge-guilds that are losing influence as a result would be bitter, and point their privateers towards the flags that spite them.
If the problem was limited to sour grapes, we would be lucky, and we could shrug off this issue as the technosphere does, by hoping that the ease of export of knowledge-products translates into the ease of its manufacture. The world is changing! And with this change, with improved information gadgets including all kinds of features for sharing knowledge-products, everything should be better for intellectuals! Right? Of course, I’m here to tell you no.
What’s more, the manufacture of knowledge-products is the least of our worries. As if the budgetary downfall of NASA only threatened our supply of totally sweet YouTube videos. And it is not the Balkanized guilds I’m worried about either. Luckily, (for the guilds themselves, at any rate) there are more qualified Ph.D graduates out there than there will ever be jobs. There are plenty of knowledgeable, well-trained, motivated people out there willing and ready to further the most diverse aspects of technical knowledge that we can imagine. The Geeks will remain strong, if isolated except by the camel trains of their products, flowing out into the vast market of culture as the commodified demand of curiosity dictates.
The real problem is for people like me.
And here you would be more than welcome to disagree, by arguing that my issues are not a real problem. Perhaps the age of the Renaissance Wo/Man is over, and there is no need to mix and sample different realms of knowledge. Specialization could be the way of the future, and people like me, who made their domain out of the hybridization of different networks of knowledge, are in fact obsolete, no longer bringing any value to the market.
Indeed, we always were a little hard to reach for the average person: specialist or merely part of the common cultural audience. Our references are hard to place, and we leap from metaphor to metaphor as if swinging from the branches of a tree. We make odd, artistic comparisons between the world of art, and microbiology, or computer science, and particle physics. We know enough of the local dialect to get us in the door of the clubhouse, but as soon as we got a few drinks in us, our accents become almost impossible for the locals to decipher. We are untrustworthy, jumping disciplines like ships or trains, never in one place for more than a season, before dropping the work with which we were entrusted for something that, to our former employers, seems no more than a game. Some even suspect us of witchcraft, blending unholy syncretisms of canonical theory with local folk beliefs, chanting in tongues and miming archaic symbols, summoning dead spirits to affect the living, for a cost.
So maybe our time is past. Or, maybe, as Larry Sanger says so ineloquently, if you are opposed to those of us that marry the middle-levels of disciplines together in an obscure blend of unprofitable knowledge muck, then “you are opposed to knowledge as such.” (Emphasis his.) It is not just our jobs that we are worried about, our audiences, and our students (I have none of these things, and so I extrapolate to others’ concerns.) The real danger in our neglect is that we understand, or at least think we understand, how it is that knowledge works.
It isn’t mysticism, and it isn’t ideology. It is the mechanics of knowledge. It is the praxis of knowledge, the infrastructure on the ground. The craftspersonship. You might be a genius of economics, working the markets both micro and macro. But it is on the backs of those experimenting with knowledge, from the sweat of our labors, that the products consumed by culture are derived. I hate to make it into something as abstract as “political”, because it is fiercely more than that. This is how people learn. You don’t learn electronics by using a cell phone. You learn electronics by breaking a cell phone. You learn by mucking about with spare parts and with tools, by fucking up and by taking your time and by pursuing things that don’t make sense to anyone but you. You learn by making “art”, not products. The only thing you can do with products is make money.
Supposedly, this culture privileges creativity. It supports breaking down boundaries, it applauds those who think like children, who set aside “time to play”, who start out with tiny blocks, and build up from there. Our culture privileges this, but only once the IPO hits. Once you’ve demonstrated profitability. They don’t respect the act of play, they respect the product of play. And hence, no one actually understands how to do it. If you think that dropping out of college will make you a genius because a genius dropped out of college, you obviously skipped introductory logic, and never learned what a false syllogism is. People are not smart because of the products that they create. They are smart because they messed around in the creative process long enough that from all that mucking about, a product actually crystallized.
Because very few people will talk about the actual act of being interested in breeding and branching and building with broken knowledge products, it is no longer accorded much value. That value is channeled towards marketable products, and the technological specialty that is believed to have delivered those things immaculately. The person who makes a classic work available as an eBook is considered more of a genius than whomever wrote the words. That person has what we want–the product, not the knowledge. It becomes superfluous to even sit and read the book, because it can be referenced and searched at whim. The book is owned, and in this way it is consumed. And so it never has to be studied.
Here, at somewhere North of 2500 words, I could tell you whom you ought to read. That rather than watching some asshole shill his product in an hour-long self congratulatory “speech”, you ought to read Goethe, Dostoyevsky, Melville, Kierkegaard, Arendt, Kristeva, Marx, and Freud. But what would be the point? These are just products, now. You could download the ebooks. You could even read them. But what would you gain, other than checking off the names that I listed? Would you take from each of these writers, as I did (because I named these authors specifically and not on a whim) that it is not the knowledge you accumulate, but what you do with it? Probably not. That is only my opinion, and probably a cognitive bias echo chamber, as the technorati has so kindly “discovered” for us (though we’ve known that for thousands of years). You would probably take whatever it is you would take from it, and then cross it off your list. And who would I be to blame you?
Because it seems that people of my opinion are few and far between. Perhaps we’re a dying breed, or maybe we were always rare. Maybe we are useless, never being Great Persons of note, or at least never birthing a Great Invention into the world. Who can really say. All I do know, for all of this knowledge I have acquired, is that I can still see the snarls in it; that there are great whorls and vacancies between the so-called markets of the value of knowledge, and we could build something truly wonderful and great in that space, if only we took the time and the effort to see it.
But soon again, it will just be time to cut the grass.
Part Two: The Political Tract
When I crafted a response to design-fiction from the perspective of fiction, I knew there was a good chance I was going to raise some hackles. I had decided to stand behind the line of fiction, and from there, fling over the wall a quasi-action-adventure essay, in which the noble forces of fiction were beset on all sides by the cannibalistic hordes of capitalism and design. All of which makes a good story, and a good missile. But is it correct? Or was I disingenuous, playacting with straw men, lighting off pyrotechnics without warning my audience to the presence of smoke and strobe affects in my performance?
My response was always intended as a first step: the Devil’s Advocate position. A method truly less and less reputable in this era of networked cells of concerted, street-level optimism; something somewhat out of fashion without the old grand narrative to rebel against. And yet, I wanted to turn the tables, and break down some of the current conceptions about what design fiction is, and how it works. Then, with stability shattered, propose the way forward. Which I did, but only at the very end of the essay.
But it seems that was not enough. How could it be? After I stormed in with much light and noise, how could I attempt to redeem myself in a couple of tack-on paragraphs? Could I really just set the cart back on its wheels with a gesture and depart from the room as if nothing was wrong?
The conclusion of the fiction I wrote was that design and fiction ought to work together. They ought to unite their combined mechanisms and critical eyes, and proceed in alliance to creatively map the dense network of technology that defines our present and our path towards the future. In furtherance of that goal, and to not only mend the bridge but build a better one, I wish to explain exactly how it is that design and fiction work as creative acts; and then from this, show how they might work in concert. And so, let us move on from the fiction, and begin the political tract.
The So-Called Imaginary
Time, being the dimension upon which the past and future run their spectrum in either direction from the pivot point of the present, is not an easy tightrope on which to walk. Today our technology is more grandiose, and yet more intricate than ever before in history. Our position as subjects in this time is tentative at best, evolving in tandem and in opposition to the nodes of the technological web of the material world which is always changing, even the most concrete plateaus being only as stable as fluid underneath. But we have the tools to negotiate this. We are the tools to negotiate this. Our sense of history, through which we perceive and interpret the world, is as much the network of time as the tools that built it. We’ve only ever had these tools, and with them in our hands we’ve built the whole thing, as far as we can see. These tools can be used to destroy it, to fix it, to control it, and to build it even bigger.
It is difficult to begin to move forward without assessing where we are now. And it is difficult to say where we stand, without either taking a pithy few examples as the whole, or creating a generic “average” standpoint that doesn’t actually exist: the well known fictional format I like so much. But the state of things is difficulty, and it can’t be avoided. As such, I wish to imagine an average description of the popular way we might construe the current cultural state of affairs and our historical matrix: the so-called, the Imaginary.
The Imaginary as a proper noun was most notably formulated by Lacan, as a domain of his psychoanalytic theory. The Imaginary is a ghostly realm, the place of dream, imagination, and image, set apart from the language and logic we might use to describe such things. It is differentiated from the Symbolic domain of signification; the logical structure of language that organizes, compartmentalizes, and gives form to the Imaginary. The Symbolic is the means by which we express things, but the Imaginary is the font from which ideas well.
This structural differentiation will no doubt sound familiar to many, as it is a common schema found in various philosophical theories of the Twentieth Century, with precursors extending back to Classical Philosophy. It is two-part: there is the firm, formal plumbing of the Symbolic, and there is the Imaginary flux within that conduit. The structuralist metaphor fits bipartite imagery according to a number of metaphors, rendering it to our understanding quite easily.
And accordingly, we apply this metaphor to understand our technological invention. In fact, all creative disciplines are usually explained this way. That there is a flitting dream-world of ideas half-formed and interconnected from which we draw inspiration and shape this raw, creative material into actual invention seems not only mythologically relevant, but appealing to our sense of agency. Be it on the lips of the muse, through the mystic gnosis of juxtaposition and suggestion, or only as result of hard monastic study and meditation, our common understanding of the act of creation seems to fit to this notion of “channeling”. From the Imaginary to the Symbolic, we build ideas out into reality.
The Biologic Field of Cultural Objects
Unfortunately, this mythos does not bear scrutiny. There is an imaginary field of material that we access, but it is more real than this nebulous domain. If it was more ethereal, shrouded in the fog of sub-conscious and hidden within the dungeons of memory, it would be comfortably distant. It would be something we would not have to be acquainted with directly. And yet we regularly visit it for supplies, with the pedestrian ease of the massive suburban grocery outlet. It is a myth to think that it is both of the ethereally-beyond and simultaneously in each of our grasps. Perhaps similar, in this way, to the realities of the mega-store, disavowed by the average consumer more interested in a convenient bargain than in the dirty, often tragic mechanisms of world trade. The facts are blurred by the Imaginary, conveniently forgotten, and no less uncomfortably present when we finally clear away those metaphor-implied clouds.
If it were somehow inaccessible, we wouldn’t be responsible for an ethical relationship between ourselves and our creative raw materials. We could extract from the Imaginary at will, as if it were an endless supply, some sort of water from the rock. As a different dimension from reality, the Imaginary cannot be causally linked to reality. There is no measurable ecosystem between the Imaginary and reality. Even if one were to acknowledge they were connected, how can you begin to map the transversal connections if one half of the terrain remains obscured and conveniently unconscious? Our diagrams of the Imaginary rely on weak notions of spontaneous creativity, mythic inspiration, and the heavenly-dictate of random association. But there are real mechanisms at play in the field of “where ideas come from”, and we can’t overlook them.
This milieu from which ideas are drawn, call it an Imaginary or whatever you like, is quite real and close at hand. It is the field of Culture Objects: the pieces of media, story threads, narrative concepts, and instances of human desire that have been crystallized into that which we consume when we consume culture. There is nothing imaginary about them. They are as real as our books, music, film, art, technology, food, and everything else that we have glossed with meaning in our significant world. Naturally, their borders and divisions are in a sort of sublime flux, and that makes it difficult to apprehend them as objects. Is the folio Hamlet, by Shakespeare, reducible to the narrative of a son-murdering-his-adoptive-father? Or is that merely a major theme of that work? Or is it only an archetype found in Hamlet, among other many other instances? Is a snatch of melody a Culture Object? What about a chord? How about a particular tempo? At what point do we recognize something as an original work, a derivative work, an influence, a reference, or something related on so small as to be comparatively inconsequential for the purposes of cultural analysis? Rather than worry ourselves about the difficulty of analyzing and separating the complex web of Cultural Objects in play within our creative system, it is much easier to write it off as simply Imaginary. The fluid dynamics necessary to appreciate blowing smoke or murky water are easy, compared to the relativistic perspectives we must use order to perceive the multiplicitous nodes of the field of Cultural Objects. We are on the level of cultural biology, here. You look at a desert, and you see Nature. But describe what it is that you call Nature, and you see rocks, woody plants, succulents, the occasional animal hiding from the sun in the rocks. But look closer–inside those plants are insects evolved to live only in that one particular place. Creatures that look different than those anywhere else, in any other desert. And between the grains of sand: near-invisible lichens and bacteria, clinging to life and each other. The very sand of the desert is alive. Where do the bounds of biology fall? Like Cultural Objects, everywhere and nowhere. As a complex system, the field of Cultural Objects is far more complicated the Symbolic we so egotistically claim to master, and the Imaginary we tithe to heaven.
The Future
If we understand the Biologic field of Cultural Objects as being quite nodal, capable of complex evolution and yet simultaneously beholden to the present, we can begin to analyze how our present creativity might be able to transcend the present. We can begin to identify “The Future” more clearly. Within an Imaginary, The Future is desperately useless, as an undifferentiated blob of characteristics. But in the field of Cultural Objects, The Future is a critical, analytical technique.
If we believe that ideas are drawn from an Imaginary, a magically adjacent dimension to ours, then The Future becomes equally separate from our world. Mystically distinct from reality, we are unable to fully seize grasp of what The Future is, other than to call it out when we see it, with all the immaculate criticism inherent in a dowsing rod. If we make fiction, design, or any other creative product inspired by/for a vision of The Future, and that future is drawn from an Imaginary, where else is it coming from but out of that fog, with no bounds, no definition? “Forward-leaning” is no more a point of reference than “dream-inspired”.
It isn’t easy to isolate exactly where The Future exists in the field of Cultural Objects, but at least we have something to study, and a point from which to proceed. The Future can be a genre, much like variously distinguished classifications of historical fiction. The Future has the characteristics of seeming to be what is temporally oncoming based on our understanding of history: “the shape of things we believe are to come”. Much like electronic music, that seeks to express its creativity in terms of an generally recognized aesthetic, implied by the particular means of its creation: “the aesthetic of what sounds electronically generated”. Like desert fauna, biologically determined by a host of factors supporting the line between its life and its extinction: “the sort of animals that live in a desert without dying”. It is a pattern that we generate ourselves, pushing it out in front of us, calling it out ahead of us in our imagination, until we no longer are able to see it repeated any longer. We don’t know everything about this pattern and the means of its creation, but we know much more than we do about a perceived Imaginary, in which things move about like sprites, without systematic interaction.
The Future, in the sense of its most critical self-conscious expression regarding the things of its genre, is a critical-eye with a notion of the passage of time, and therefore not only is the aesthetic of the shape of things to come, but the means by which we understand how we recognize the shape of things to come, from amid the field of Cultural Objects. This is what we’d like to think of as Futurism, at least in its modern incarnation. It is not a holistic ethos pulled from the depths of the mind, or a merely aesthetic eye, but a way of reading, manipulating, and relating to objects on the ground, and the tools at hand. Within the genre, it is an understanding of how that genre works. It isn’t enough to create something that might exist. One must simultaneously think about why and how it might exist. Otherwise, it is merely repetition of certain cultural indicators. To speak of wireless because other instances of The Future contain wireless technology, or to consider augmentation of reality because other Future Cultural Objects might augment reality. The Future lends itself towards critical expression, because its pattern is one of constant re-definition by inventive creation, and not merely mimicry. In this way, The Future is distinctly in the present, because it must be as self-conscious of its current genre in order to patently adopt its future-tense. It’s mechanism is to functionally inseminate the present with the possible, and so it must be the technician of the relationship between these things. This is its functional operation, and is the mechanical means of the reprinting of its pattern.
The Future, insofar as it can be conceived and molded into Cultural Objects, already exists. The notion of the presence of historical objects deeply networked within our current apprehension of what is “now” has been referred to as “atemporality”. The meaning is the same. Historicity is genre. Objects create their timeliness in situ, among a network of similar objects, a pattern of the genre relevant and interconnected to a certain period of time. But this genre is always already reinterpreted in terms of the present as it is recognized. To see “old”, we must understand “new”. The ability to perceive history as being historical is dependent upon a headspace firmly grounded in the continuum of temporality, the ability to think relativistically about historicity and temporality, and the critical perspective necessary to project oneself in mechanistic concert with the functional systems that evolve over the passage of that dimension t. A tall order, to be sure.
Ethics
This relevatory atemporality, the biologic field of Cultural Objects, the cease-and-desist order towards the Imaginary: it’s not just a fancy existential perspective or a genre of philosophical terminology. It is a philosophical idea, to be sure; but it is part of our evolution towards an ethics of a post-moral world. Making the sort of shift necessary to push The Future beyond an aesthetic genre and into a critical perspective is not just an thinking exercise, but a crucial mentality for any creator, in the absence of other ethical guidelines.
Morality is a many-storied discipline in and of itself, and so I’ll have to reduce and concentrate the concept as I did with that of the Imaginary. We understand the principle–a guide and assessment strategy for human action. Whether justified by philosophy, theology, humanism, or other constituent articles, we come up with a plan for interpreting good actions and bad actions in reference to a judged spectrum of general good.
Short-cutting my way out of rehashing the entirety of Nietzsche’s The Genealogy of Morals, let me just say that there are some issues with a morality that breaks down the entirety of human action into the twin poles of good and bad. The world is complex, and we end up with a spectrum of good/bad, that has points marked out for ends-justifying-means, necessary-evils, greater-goods, and a host of other qualifiers that make the distinction between good and bad so relative as to make the distinction near useless on a daily basis. Attempts have been made to soldier on without losing sleep over this issue (notably, neoliberalism) but that… well, is a subject for another essay.
But ethics, as an alternate guide for assessment divorceable from morality, remains usable. An ethical system could rely on morality, but does not need to do so. It merely establishes a point of reference as its judgement schema. “Good”, perhaps most generally, but alternately “success”, “civil society”, “sportsmanship”, or “business” would work, to list a few examples. It arranges a pattern of action and assessment in furtherance of a more specific reference point than a general morality. One might consider it utilitarian, but the utility is merely a different orientation than an indefinable “general good”. Accordingly, an ethics can align the assessment towards a terrain that still has purchase, in the void of absolute right and wrong. Our interest in ethics then, in wake of my castigation of concepts like the Imaginary, should be obvious.
Supply and Demand
The ethics of creativity haven’t aligned according to “absolute good” in some time (though some proponents of an ethereal Imaginary speak as if it did), but that doesn’t mean it doesn’t have its own poles. Currently, in most of the world, the values that sway the ethics of creativity are effectively market-based. We assess our creations and alter our creativity process according to the reference point of demand.
It’s easy to understand why. Creativity, for all of its noble features, is dependent upon economic support. And we’re not just talking publisher’s advances, royalty checks, production costs, and the other financial forces that play into the creation of Cultural Objects. Economy includes the household-totalling of many push-pull factors in addition to finances. There is an economy of creativity based on the use-value of Cultural Objects, separate from their exchange-value and any potential for capitalistic profit and loss. One can create anything that one wants to make; but if one wants to make “something”, it better be something that someone wants. The market can be as small or as large as we choose, but there must be a supply and demand market structure within it for the product of creativity to be said to exist. Creative production is merely idle work that cannot make a product, unless that product is consumed. The interests of one person act as a pull on the creativity of another. As the fruit of human expression, a Cultural Object expresses nothing unless it expresses it to someone. Even if the creator creates only for him/herself, it still satisfies that desire in order to take place.
The creator imagines, through his/her own apprehension of the complex network of Cultural Objects and the desires and feelings connecting them, a potential demand for an envisioned Object that solidifies as an idea, then which congeals via his/her labor into the actual Object: the work of art, literature, music, or whatever it is. Causality is not implied, and doesn’t have to be. The link between the supply and the demand happens from both sides simultaneously and connects both nodes into a unit at once. It is a continuum between the creator who didn’t necessarily know s/he had anything to sell, and the consumer who didn’t know s/he had any desire to buy, until they meet up one day and at the same time begin to make an offer, in a suddenly networked transaction. The cost of the transaction is also moot, and quite likely, the exchange is not made in terms of anything like currency. What is important is that the Cultural Object is given over from the creator to the consumer because the creator was able to create and the consumer was ready to consume, and it is by this relationship that the Object can come about.
If the goal is to make Cultural Objects, the goal is to find demand, and connect it with the supply. We are all “middlemen” in the field of Cultural Objects, making connections between nodes, trafficking in flows–in the same way that every organism is in a sense a symbiont, in that through its biologic transactions of all kinds with other organisms, they all constitutes the ecosystem together. More connections between supply and demand engender more Cultural Objects. We continue to create and consume, and this ethic of demand, as a pattern guiding and assessing action, furthers itself, as life begets life.
The Obsolete and the Profitable
But on top of this general ethic of supply and demand, additionally ethic layers can be stacked like architectural vellum, shifting the meaning of the layers below. Perhaps just as natural as the desire to create, is the urge to profit. Capitalism, for better or for worse, is a fundamental ethical perspective coloring all of our actions, whether we like it or not. Enter the agents, the managers, the marketers, the gallery owners, the publishers, the retailers, the factory owners, the advertisers, and so on and so forth. In addition to guiding the flows of supply and demand to connect the nodes, they seek to extract surplus-value from these connections, by way of reprogramming the connections in a profitable way.
The “profitable”, then, is not only a connection that is demanded, but demanded with a certain furiousness. Capitalism must seek relentless profit-taking for the foreseeable future. Capitalism has long understood the concept of atemporality. There is no such thing as “new” or “old” outside of a relative judgment–instead, the ethic directs itself based on only what is profitable. And profitable doesn’t merely mean “profitable today”, but also “still profitable”, or “potentially profitable tomorrow”. Capitalism, as the ultimate ethical regime, seeks to reduce all other means of understanding systems to its own. Time, space, goodness, creativity: all of these are redefined in terms of their usefulness in extracting and channeling flows of capital. It could be a fad, a trend, a vintage, a reboot, a retro, or whatever you want to call it. To Capital, it is only profitable or it is not profitable.
Profitability, not unlike a certain abstracted genre of The Future in the sense of the Imaginary as already discussed, is self-servingly forward-leaning. One counts the profit one makes today, but plans for the profit to be taken tomorrow. The more critical aspect of The Future in the sense of the field of Cultural Objects, and its self-consciousness and the groundedness of it as a worldview, is dangerous to Capitalism unless reduced to merely the ethic of profitability: also known as “feasibility”. The sort of historical truths and radical potentialities that critical Futurism concerns itself with, such as climate change, social unrest, democracy, radical economic or political structures, personal freedoms (just to pick a few from the bag) are distractions from the overarching ethic of Capitalism. Any sort of critical break with the current systematic support, empowerment, and ethical justification of Capitalism are dangerous and potentially costly if they are allowed to occur, in that they might interfere with profitability: the bottom line. The goal is to replicate the profitable Cultural Objects of today, and anticipate those that will make money tomorrow. The goal is forward; while change, or a more specific critical analysis of historical systems, is not. Minimizing change for the foreseeable future in order to reap a steady curve of return is what the flows of Capital specialize at doing.
The opposite of “Profitable” in the Capitalist ethic is “Obsolete”. Obsolete is what used to be profitable, but no longer is. There could very well be a demand for that particular Cultural Object, but because there is way to seriously profit from that demand, it has no use for Capitalism. The LP album is the perfect example. The CD made the LP obsolete. But it never reduced the LPs use-value. It only provided an alternate, “better” use-value from the perspective of the capitalist ethic, in that it could sell itself as an improvement. LPs continued to play music just as well as they always did. But, because there was a better product in terms of the Capitalist ethic, they were officially labeled Obsolete. LPs continued to be bought, sold, created, and played. Until then one day, Capitalism had a change of heart. The system “noticed”, as it were, that despite being obsolete, LPs were still selling. And so, the technology was de-Obsoleted. LPs are now legitimate commodities once again, having reattained their position within the Capitalist ethic as Profitable. All of which would be extraordinarily surprising to the LP, if it was the sort of thing that could be surprised. It has not changed much over the course of twenty years of being Obsolete, rotating at thirty-three and a third revolutions per minute, in a similar stoic nature to the turning earth.
There is nothing wrong with making money on its face. Selling something is merely to participate in the exchange between the supply and the demand, trading value for value. But when there is a way of viewing the world and systematically understanding one’s actions that involves the flattening and reduction of all other ethics towards maximizing the flow of profit, such that the goal is to extract as much surplus-value as possible from the work of others… well, it would seem that there is a untenable situation for the long term. Legitimate use-value of the field of Cultural Objects, among a number of other important ethical considerations, takes a back seat, if isn’t run over in the middle of the road. In biologic terms, the Capitalist ethic is an invasive species: a predatory pattern that is overwhelming the rest of the ecosystem.
The Praxis of Fiction
So we take our critical-eye off the The Future as genre, and look into the atemporal distance all around us to study the mechanics and economics of creativity, rather than to simply reproduce its product. We stand up on the Biologic field of Cultural Objects, and see what is going on underneath our feet. We make our ethic firmly in terms of supply and demand as befitting our nodal networks, rather than per abstract regimes of profit and loss. We have an existential metaphysics, a politics, and an ethics. So what is it that we are going to make?
We each have our art form, our preferred medium, our home discipline, our comfortable home workshop, with our well-worn set of tools. Surely we won’t be straying too far from these. These are, after all, a fundamental element of our milieu, reference points and instruments across our own topology of the field of Cultural Objects. These constitute our praxis: our means of production, through which we engage in the market of ideas and objects with our audiences, our contemporaries, with the supply and the demand of the arena of creative human endeavor.
But is there ever a time in which it is not useful to re-evaluate, to re-strategize, to re-assess the situation on the ground, and to improve upon the plan? The praxis is always changing; the ecosystem is always evolving; the demands of our world always adjust; the terrain is always shifting and having to be re-mapped.
The map is fiction–or rather, fiction is what we draw, in attempting to map it. But we can only keep track of our creative motion insofar as we can conceive it as space. The field of creativity is our desert, which we were born to survive within. It is our ecosystem. Fiction, as the combined topology of our Cultural Objects, is the means and mechanisms by which we supply the demand of our imagination and fantasies. It is not separate from design, any more than design is separate from the world. Fiction and design are resolutely material in that they relate directly to reality, even when they momentarily retreat to the depths of our imagination. We dream in terms of the world around us, and we set our sights on what can be potentially achieved in a future connected to today.
Whether the art form is design, literature, or anything else, the praxis is the crucial test of whether we can best connect the nodes of supply and demand, for our own critical vision of the future, rather than regimes that would force us back onto the autopilot of the genre-fied Imaginary. What can we best do with our tools, that can find a place in the reality of the field of Cultural Objects? How do we already fit into the flows? What sort of creatures are we, and what sort of ecosystem is it that we inhabit? Who else lives here, and what do they eat? We must sharpen the ethical scalpel, while at the same time broadening the critical lens. These are metaphorical descriptions of creative practices, but they constitute our reality no less than any of these. We must consider the form of creativity as the means of an ecosystem, directing the flows between the nodes of means, material, ourselves, our audience, and each other: because it is. We need to stop creating products, and start evolving worlds. Because these worlds already exist.
Reference points
Design-Fiction: Fiction Responds – Part 1
http://www.scribd.com/doc/56638098/Smart-fridges-fifteen-lane-highways-and-the-Singularity
Can you guess what animated film this image is from?
Well, in the category of “more strange stuff we expose children to”, here is the clip.
Released in 1941.
Philip Glass’ original composition for Sesame Street.
Explains a bit about my subconscious, I suppose.
Hearing the commotion from the hall, the designer puts down his scalpel. A security officer comes in the swinging, double doors of the lab, out of breath, as the designer stands. “No problem here, zir. One of them writers broke out of containment. It took the full charge on two tasers, but we got it wrangled now. We’re taking it back to the tank, and then we’ll be back to clean up the mess on the floor. Wish they didn’t always void their bowels like that….” The officer was gone.
The designer sits back down on his minimalist steel stool, and picks up the blade. It might be part of the realities of doing design-fiction, but an interruption is an interruption. Increasing the magnification on the goggles, the designer brings the scalpel low over the text for another slice. The page shrinks back instinctively, as the sharp edge parts its fibers…
I couldn’t consider myself much of a young writer knowledgeable about the technological zeitgeist if I couldn’t preach to a particular choir about the particular concept developed in the last five years known as “design-fiction”. Like anything else these days, the truth no doubt resists easy categorization, being multi-faceted, and having different characteristics and attributes at different times and in different settings, depending who is measuring, and from where they are looking. Luckily, abstraction is my chosen art form, and building characters that are easily readable is a skill fundamentally component to my nature, almost as much as design-sense comes naturally to those who can afford Adobe Creative Suite. Without too much beating about the bush, I’m going to weave a little narrative about design-fiction; just a couple of multi-touch gestures on our collective interface here.
Let me begin by unilaterally defining design-fiction as the theory and practice behind conflating design, “building things that exist”, with fiction, “making up shit that doesn’t exist”. Design-fiction–either through its own limited fictional proposition or on the back of pre-existing works of fiction–links a fictional narrative regarding a proposed object, with some image, shadow, ghost, dream, or otherwise hologrammically-real design of that object. It could be a mock up of a car from Blade Runner, it could be a functioning hologram like in Star Wars. It could be the proposed features of a cell phone that could exist, if only the technology was available as specified. Or it could be the working prototype of something entirely useful, if certain fictional conditions were true. Most generally, design-fiction take “the future” as the generic narrative for its activity, and uses only enough fictional glue as is necessary to prop the designed object up upon that plane. No doubt, the makers of design-fiction experience a bit of perceived freedom in this activity. With this tool, they can give context to design ideas that wouldn’t otherwise be taken seriously. Fiction was something that reality merchants used to avoid, but now it is a new territory, just waiting to be settled. The designers and engineers, after decades (or centuries, depending who is doing the counting) of attempting to maintain their privileged control over the domain of reality, have suddenly noticed that there is an entire new world available in the realm of unreal, and are building new colonies as we speak to tap these fictional deposits.
The resource of fiction has proven invaluable to the design community. It is a fertile land for farming new ideas. It is a forest of raw timber, just waiting to be processed into something profitable. It is a mineral resource: a treasure trove of value just underneath the soil, which the natives refuse to profit by, at least until they are put to work mining and smelting it to store and back the value of the new economy of this land, in which fiction creators are now lucky enough to participate.
We, the fiction makers, used to do simple arts and crafts. Little stories, films, and comic books. Did you know that when we used to be able to freely hunt the elk of imagination, we’d use every part of the animal? We’d use the hide for plot, the bone for characters, and the antlers would be our lifestyle. (We’d even eat the genitals, for the sexual content which we believed it imbued our fiction.) We had a true respect for the environment of fiction, when we lived in harmony with its spirits. But that time has past, and we’ve been woken up to the new economy. Now we sell to the tourists along the highway, and if we’re lucky, get a job in design-fiction’s factory lines, hopefully with enough time to still practice the fictive arts around the fire, at home in the evening. We show off the goods that we have as the designers come around on buying tours. A positive nod from a designer, a mention in a bibliography or a name-drop in a project… well, that could make a career for one of us. Our fiction could be discovered, and we could be whisked off to the lab, to have our fiction milked for years-worth of homogenized product-fantasies, and our genetic material cloned into sterile keynote after keynote. If we are good and docile, we might even find a privileged pet position as “Director of Visionary Hype” at some publicly-traded corporation. We could be the monkey that gets to go home with the scientist.
Today, the magic no longer exists in our fiction, but in what they can do with our fiction. By the manifest destiny of design, the wonders of the future have been created in real life, with the subjugation of fiction to the anvil of reality. All classes have indeed benefited from this abundance. What wonders we have, on the bleeding edge of this economic extraction! We have “cyberspace”. We have virtual reality. Augmented reality. We have billions of phones that would be no more than simple radios if not touched by the magic hand of design, transmuting them into “cyborg” appendages, and we celebrate them for the virility they imbue within us. The value of everyday things like touch-screen interfaces, environmental sensors, and vehicular transportation increases exponentially when inseminated with “design-fiction”. It is the ultimate gamification, the hand of design-fiction, turning what would be ordinary stuff into exploding, plinging, gold coins, making all of technology and fiction seamlessly function For The Win. What once was merely the artistic present, is now the valuable future.
Cue the Disney-produced GM animation. Or rather, cue the Vimeo cut. Or even better, just play the entirety of Minority Report. Or, let us crowd-source a film version of Neuromancer, so we can slip once more into a sweet visual fantasy dimension, of endless flowing tides of VC and Kickstarter love and dollars.
I stretch the truth a bit, of course. Because I am a writer, and this is what I do. I make stuff up, at least to a certain degree. I invent worlds that don’t exist, for other people’s amusement. I simplify and I abstract to make a point, and to write something hopefully concrete and understandable. I draw the lines that no one else is willing to draw, and then give it away free: my own little bit of folk art. To get these bothersome ideas out of my head, and onto the web. Just doing my part, as a serf of fiction. Carrying my little crowd-sourced bag of fictional dirt up the wall of the pit mine that is the internet.
But I must answer for my quota of cotton; I need to bring you something for re-sale, and not just my little straw men. I can’t just spin fiction off into the wind, and so it must mean something. So I must ask, seriously: when it comes to the reality of design-fiction: what is it that we are doing here? How is it–and why is it–that fiction is actually being taken “seriously” when it is conflated with cool little technological gadgets, with visionary architecture, with high-profile names in the design world? Why is it only now that “fiction” is allowed to become almost “real” when printed on a design pamphlet or wired to an Arduino board, minted into the coinage of design-fiction? Should we who create fiction accept this colonization? What was fiction before design-fiction? Is design-fiction merely the modern extension and the next prototype of fiction: the future of fiction?
It seems that many people thought books and literature were only ever entertaining side-pursuits in our cultural history; that literature only came close to science in the form of library science. But fiction has always been a part of historical reality, long before design-fiction so kindly discovered the power of future-affirmation to it. Fiction has a very human purpose: it is the singularly important task of assembling, what I would call, a “mechanism of desires”. Fiction expresses the raw, chaotic power of human life through its material components. Through its own technology of imagery, thematic archetype, language, and other media forms, fiction expresses the depths of our species’ life in the continuum of past, present and future, and indeed, it is the only way we ever have. We talk about ourselves via the form of literature, or fictive writing, and also in music, film, art, and any other expression in which we might be able to conceive or perceive a narrative. Sure, often it is, strictly, “made up”. But this is the creative element–in order to better express those dark human desires underlying our societies, to project the hard-to-define emotions that pulse within our living existence, we must not be constrained to the plane of reality that those in the physical sciences hold themselves within. And in this way, fiction is entirely real–as real as emotion and thought, as real as our egos, as real as the mutable species-entity known as “humanity” that unites all of us with a similar genotype. It utilizes as its energy the chaotic reality of human life, and constructs a branching, cultural pipeline for this energy to flow within. And all this time, you thought you were just reading words!
Apart from this deep, underlying function, fiction is also useful for a great many other things as part of its expressive nature. We’re aware of the general humanistic good of consuming fine literature, of the entertaining feature of films, of the social aspect of music. Fiction can motivate and inspire humans to “real-life” activity in a variety of arenas, and physical design and technological invention is surely one of these. But over and above inspiration, design-fiction’s functionality has what could be considered to be a more insidious mechanism.
What is the purpose of attempting to design a cyberspace deck? What do we gain from building a Minority Report display interface? Why work on a product that only will ever exist within a story, pre-existing as separate narrative, or written specifically for that gadget? When we assume the design-fiction mantle of Future-Vision, what is the motivation? It is four-fold: 1) We believe these devices would be cool or otherwise meaningful in real life. 2) We believe they would perhaps be successfully marketable products, if they could be created. 3) We want to see if it can be done. 4) We buy into the fictional fantasy world of generic future-tense, and we commit to design-fiction as a way to express our mental investment and solidarity with that forward-leaning worldview. These reasons all have a common thread: once a technological gadget can be identified in a fictional way, a part of us wants to port this fiction to reality.
These are the reasons behind the majority of design-fiction, and as such, design-fiction is no more than steampunk. I don’t intend to drag steampunk through the mud by association, either; steampunk is a fine hobby. There is no reason not to port fiction to reality, as a prop. Play-acting is a form of fiction consumption, and always has been. A prop, just its progenitor the classical theater mask, is simultaneously real and not real. But design-fiction is kidding itself if it believes it can simply make the fictional real, to make it less than a prop. And that to do so is any more than gluing gears to vests for sale on Etsy, to sell shit by calling it Shinola.
Play acting is all well and good, but when the props are treated as real, there is a psychotic sort of commodification underway. The psychosis is a disavowal–a forced rejection of the entire fictional mechanism except for that one value point, “to make the future real”. It is a cauterizing excision of a segment of the fiction, cut out and fused into an independent object with only one quantifiable dimension. Ripped out of its context, the purpose of fiction as a whole is conveniently forgotten, and the gadget object is reduced to a commodity, existing only in terms of its market value. The expressive component of play-acting is dead. Design-fiction is a fetish pushed to the point of absolute objectification; it is no longer a node of pleasure, only a dried and homogenized portion of the original fiction, ready to be sold in consumer-ready packages. The future is no longer a vanishing point of progress in a real-unreal network of invention and art, but a quantified MSRP. It is to reduce all speculation to the assumption that what could exist must exist, and would, in existence, be valuable. It is to make this supposed value the end-all of all creativity. You can hook a disembodied dog head up to a blood pump, and watch it try to live. But why would you do that? Design-fiction has such questions to answer.
We don’t celebrate Neuromancer because it contains the idea of cyberspace; we celebrate the idea of cyberspace because it is part of Neuromancer. Neuromancer is less about the actual proposition of a virtual realm called cyberspace accessible through communication technology, and more about the feeling of micro-gravity. It is about the human wish to fly. Cyberspace gets the press, because it is an easily identifiable term, and not a more ethereal thematic concept. The coined phrase is its own commodity value. We recall that the end of the book take place in earth-orbit, as the cowboy of the virtual space is forced by physical circumstances to take his metaphorical combat into the world. The book is about dimensions that are unreal, and no less real. It is about manufactured space in general, and the new physics that we must learn to live within. It is about the new thermodynamics of information, and such immutable laws that would birth the sublime triple point of black ice. It is about the life that develops in unreal physical environments, life that is both human, and non-human. In the time since the book was written, the Internet has come to life. Cyberspace is now an actual thing, different than the cyberspace in the book. But the human desire, and ultimately, the need to fly through our invented territorial realms is still real, both in reality and the original fiction.
Design-fiction reduces the mechanism of fiction to one more corporate R&D department, convinced that it’s products are something more than just products. The fictional, thinner-than-thin, design-fiction smart phone is a product of dimensional flattening, reducing the real environment of information technology and communications to point at which it is just another virtual icon, that we flick across the surface of our real phones despondently: the killer app of the week. Such so-called “fiction” downsizes the network assemblage of human creativity and desire-engineering, replacing it with the boring repetition of the start-up model. How it works and what it does is less important than how quickly it can be pushed to market, or more likely, to the blog. It minimizes the desire that drove creativity to express itself through dynamic fiction into no more than a meter of quantitative investment and click-through interest, that can be channelled as is liked for best returns. So you’ve stimulated the nerve endings with desire for a phone that will never be sold. It’s creative output is made-you-look. The fiction might as well have never existed, and all that was manufactured was the lie. It’s thinking you don’t have to feed your dog as long as you keep ringing the Pavlovian bell. It’s inventing the Happy Meal toy before the shooting the film. At best, it’s bad fiction. At worst, the most you are affecting your audience with is lead poisoning.
Design-fiction would have you avoid the vast mechanism of real fiction, and invest in what is made up as a secondary commodification. It would have you forget about the book, and concentrate on the deck. It would sell you an Ono-Sendai T-shirt, not to bring the book to life, but in order to brand you into the fan club. The book is alive already, and its position as a classic work of fiction is the proof. If there was a cyberspace deck, it would be a piece of memorabilia to put under glass on a shelf. Something to sell online, if you were lucky enough to have an actual box to ship. What would be the purpose of a cyberspace deck today? We already have the interfaces that best conflate our needs to connect to our networks with the technology we have available. Design, without the fiction, is already delivering on the dream. It may be an interesting exercise to consider why we have smart phones rather than cyberspace decks–but this is a theoretical exploration between the work of fiction and reality, and something for writers to bother themselves with, rather than designers.
And then on to the next one. Remake each book into a film, and each film into a phone. What can you quantify the rights to, and convert into a design-fiction option? How about Minority Report? The Minority-Report-Interface (MRI) is now a completely isolated, flat piece of fiction separate from the fiction from which it is derived. Amputated from the work of fiction, in which it is an important image of the thematic import of the work–a larger theme of truth, evidence, and the foreseeable future–the device itself is now only a milestone about technological progress. When will we have the MRI? When, when, when? And how much will it cost? The future will only be here when we can gesture in space and construct a narrative of the future at our whim. But this forgets the point of Minority Report as a work of fiction: the idea of the work is that the future cannot be predicted, and cannot be constructed at our whim. In our manic gesturing towards the gadget-of-the-future, we’ve missed the whole point. The reality of fiction has been replaced by an urge towards false, isolated commodity.
Are objects pulled into the “real” world and isolated from the assemblage which invented them, even to be considered real? These simulacra of fiction seem to double down on the fakery. In fact, the entire woven mechanism of fictional meaning from which these objects grew before they were harvested like clones, the question of the worth of technology as an element of human existence from which have the fruitful discipline known as Science-Fiction seems more real. In open speculation and the intricate programming of fiction, I see more reality than in the commodification of potential-product. What is more real: the cyborg in the horror film, or the hardwired, uncanny horror that causes us to invent cyborgs in fiction, to keep us looking even though we wish we could turn away? What is more alarming–uncanny human subjects, on the border point between humanity and object, or uncanny objects, on the border point between creativity and capitalistic exploitation?
But let me call curtain. Enough with my own play-acting here, and philosophical slight-of-hand. Let me end this fictive fantasy I’m spinning, and return to reality. These post-colonial memories–they aren’t yours. This was a nightmare, from which we all can easily wake up. Fiction and object design are both equally real. They are all real, but only together, united as they always were.
I’ve been giving design-fiction an especially hard time, trying to seed its practitioners with a horrible dream, in which they are the enemies of the future, rather than its saviors and heralds. As the brainwashing super-villian in this narrative, I speak for an a-vocal, imagined constituency against a trumped up enemy. Us designers of fiction (not designers of design-fiction) are, in general, so pleased to finally be taken seriously that we almost forget to take our newly discovered importance as an insult. And so, I’ve lobbed the perceived insult playfully back towards my characterization of the design-fictioners, if only to have them finally look up into the sky for what might one day actually condense in reality with enough weight to hit them in the face.
Behind this little bit of territorial posturing, the relationship between the real and the fictional is the same terrain that we’ve always traversed. Our ideas, both of fiction and of physical invention, grow as nodes in the network–starting independently, connecting, separating, and eventually fading in importance. The lasting effect of anything, technological or artistic, is its ability to network with everything else in a connecting, transmitting relationship, rather than as a cancerous, pooling sink of resources. Both fiction and reality are simultaneous. Isolation and consolidation of nodes will occur, and there is nothing wrong with picking particular pieces of fruit as they grow. But reality only occurs simultaneously amid real-world praxis and the extensive networks of the creative production of fantasy. Keep your hammer in one hand, and your dreams in the other.
And in the end, recognition of this truth is my fantasy of the future. We who create fiction don’t have to view the design world as an expropriating, gentrifying force. We can work as a team with the designers. The designers are no doubt just as interested in our characters and the overall fictive headspace as they are in our marketable gadgets. And the world of engineering can be the same fertile ground for creativity, as fiction can be for design. They can let us into their studios and laboratories just as we let them into our heads. This was the origin of Science-Fiction, of course; and it is the continuing legacy of speculative fiction of all categories. Writers, artists, and creators of all media continue to be informed by the world around them just as we inform it with our work, and in this society of continual connecting networks, we ought to turn up the bandwidth, and upload as much data to the commons as we realistically can.
But in that effort, design-fiction: I urge you to remember who constitutes reality in this relationship. I may write on a computer, and access the cloud through the prouduct of your brilliant, visionary interface. But your imagination, your creativity, your humanity–you read these inscriptions off of the broad back of fiction. This world and its aspirations were built by fiction, and fiction keeps it. Remember, design-fiction, that when you dream, you are in our hands. We are you, while you sleep.
If I tried to combine every thought that came in my head while watching this video into a coherent essay, I would have something book length, so instead, I’m just going to spit it out.
Wow. Mind blown.
First of all, great job, Grand Rapids. Sincerely. The city put together a mammoth effort, even without the help of Kickstarter, and came up with an Internet video that was not only successful, but put others in the category to shame. I tend to think with art of a more casual sort, if you don’t have a concept that in itself is necessarily going to knock it out of the park, at least go big on the effort. Done and done.
And in throwing their hat into the meme, white America reminds the internet that it exists. The internet is not just pro-democracy fronts and third-world music blogs, folks! It is possible to have a good old fashioned Main Street parade online. No taco truck reviews, no workers’ rights, no sex, no militant screen printing hacker collectives. Football, American made cars, and, well, apple pie.
I don’t say this simply to be facetious. Main Street America does exist, and it would only be a publication as idiotically outdated as Newsweek, (see link for back story on that) who thinks that it is somehow more an arbiter of taste, more up with the times and pace of the internet than a city on a river in Michigan. All those “real Americans” you saw in the video have Internet connections, and you better believe they cancelled their subscriptions to Newsweek, if they even had any.
And isn’t it somewhat refreshing, to see the meme of America rescued from hate-filled invective, pulled out of the politics for one minute, to mug for the camera in a way that makes us seem welcome in “real America” once again; to make Chambers of Commerce look like nice community organizations, rather than the money behind union crushing, the propping up of corporate property rights, and anti-gay legislation? I mean, it is almost enough to make me forget the experiences I’ve had being called “fag” while crossing Main Street, USA, and make me think about living in the Midwest again. Almost.
Not that any of these nice folks in Grand Rapids would do something like that. They all look like nice people, with nice lives. And with the sort of effort necessary to put a project like this together, the goodwill and support for the community provided by local businesses, lawmakers, and everyday people alike, they might have a different sort of town that defies the norm, where people band together and form a community, indeed, the only thing that’s ever formed community, unlike many so-called defenses of “family, community, and small business”.
And so I wonder if, after raising $40,000 to make this video, the next weekend they all got together to put in bike lanes. Or to build low income housing. I just wonder, I don’t mean to imply that they should have done this instead. They can do whatever they like with their time, and there’s absolutely nothing wrong with making a video, any more than there is anything wrong with putting in a statue of Robocop, as elsewhere in Michigan. But a community is defined by what they choose to do with their community. And a definition is not only what is said, but also what is not said. This might be the cornerstone of self-expression, whether you are a city or a person, or any other entity.
This juxtaposition between the little that is said and the lot that isn’t said is not an accusation in my mind, but when I watch two videos back to back (as the vicissitude of the Internet decided for me), the question is automatically posed. And what is the question, anyway? I’m not entirely sure. But when there’s a nice singalong going on in the streets of one town, when somewhere across the world there are beatings and worse going on in the streets of another town, there should be a question asked, shouldn’t there? Even if we can’t quite bring it to our lips.
I wonder if, maybe not unlike in the classic song Grand Rapids decided to sing, this video could be the moment that something died. Not in a fiery plane crash, of course. But in the sense that when something is memorialized, it in its reality is somewhat ceased. You don’t plant a gravestone for something that is still living. Don McLean reacting to the 60s with nostalgia for something that people wanted to believe still existed, even though that sort of Americana was now a ghost. The ghost of Main Street America, in a world of Tahrir squares. And yet they can still sing this song, with help from their platinum sponsors. That’s something, right? Isn’t it? To whom?
Lastly, in a fit of SF splendor, I imagine this clip resurfacing after a number of years, and discovered by some disaffected youth, longing for the way the continent “used to be”. In a saga reminiscent of Damnation Alley, they set off across whatever this terrain will look like then, attempting to find the promised land of Grand Rapids. What is it that they will find? Probably not radioactive, mutated cockroaches. But other than that, I can’t say that I know with certainly in any direction.
There is an article going around about Chinese prisoners working as World of Warcraft gold farmers. It has the hallmarks of a hot Twitter link: World of Warcraft, new virtual economies, China, and social outrage. But surprise of surprises, this retweet fever is… well, xenophobic. As it turns out, when viewed from a perspective of profit-taking off the backs of the workers, US prison labor is far more exploitative.
First of all, the claim in the Guardian piece is that the guards make £470-570 a day off the mining. I’m not sure if this is supposedly per prisoner, or for all the prisoners, but either way, it appears to be a disingenuous way of presenting the figure. This article claims that the average monthly wages of a “free” gold farmer are about 145 USD a month, working 12 hours shifts, or 40 cents an hour. This source claims the average Chinese gold farmer makes 0.30 USD an hour, while management makes about $1 an hour gross off that worker’s labor. So, with 300 prisoners (as cited in the Guardian article) working 12 hour shifts, we could imagine the prison bosses are pulling in $3600 a day gross if they are the top of the management structure, and $1080 per day if they are merely reselling the prisoners’ labor. Either way, we see the £470-570 sum is closer to the combined profitability of all the prisoners, (subtracting subscription and computer costs), and not the work done by the individual prisoner.
But even now that we’ve straightened that out, how much money is that, really? Gold farming only exists because there are economies in the world in which 30 cents an hour is a wage that someone is willing to work for. It is widespread in China, because of the size of the population and what that money will buy. In the United States, even working as a illegal farm laborer for half minimum wage is more than ten times that rate.
But don’t trust me: let’s look at some statistics. Federal minimum wage (the absolute minimum, as some states mandate a higher wage) is $7.25 an hour. The lowest minimum wage in China (China’s minimum wage is set regionally, not nationally) works out to 33 cents an hour, figured with 12-hour days. So gold farming in China is actually almost as lucrative for a worker as a minimum wage job, whereas in the US, it doesn’t even come close. This is why the Chinese bother to do it, whereas in the US, we hope for jobs in food service. Keeping in mind, of course, that “minimum wage” is an abstract figure in itself.
As it turns out, the US has the highest prison population per capita, at 756 prisoners per 100,000 people. We also have a tried and true prisoner labor economy. For example, in Arizona prisoners work as farm laborers, earning $2 an hour, 30% of which goes back to the prison for “room and board”. That is pretty good pay, considering that prisoners are also used as “out-sourced” call center workers, for an average of only 92 cents an hour.
Now, there are two ways to look at this.
One: the Chinese gold farmers are probably (the article is not clear) paid NOTHING for their farming. The prison bosses pocket 100% of the gross after equipment, with zero labor costs. The workers are making 0% on their labor, and 100% of what would be their minimum wage is being stolen from them on account of their incarceration. Whereas, US prisoners keep at worst (figuring 92 cents an hour) 12.6% of what would be their minimum wage, 87.4% of their due as workers being taken from them on account of their incarceration. In other words, it is better to earn something rather than nothing, and the American prisoners are doing better than the Chinese.
On the other hand…
Two: The surplus value is what matters. It is not so much the percentage that those workers could have earned at a “real” job farming, gold farming, or whatever. It is the work that their bosses are getting out of them, and in this case, the money they save by using prisoners. It is the comparison between the money the bosses might have spent to pay free workers, versus money that those bosses save at the expense of their workers’ incarceration. In this case, per working hour, the Chinese prison bosses are earning $1 off each worker per hour, because this is the largest price they can get from the farmed gold, even when paying their workers absolutely nothing. While the American boss who out-sources prison labor is earning a full $5.25 extra per working hour in pure profit by skirting minimum wage requirements. That is on top of the profit that boss would already collect, from phone orders of products, or harvested produce. In avoiding the necessity to pay workers a minimum wage, US bosses pocket 525% more surplus value per prison-work-hour than their Chinese colleagues with the gold farming scheme. The Chinese prisoner may get the shaft when it comes to being paid. But as far as saving money on labor, the US prison boss is doing much better than the Chinese prison boss.
While our first instinct might be to compare the two instances as in approach One, it is crucial that we compare them by approach Two. A prisoner is a prisoner, but the value of that prisoner to the economic system of industrialized prison labor, shows exactly what stake that system has in keeping that laborer a prisoner. A US worker in prison is worth 525% more to the economy than a Chinese worker farming gold in prison. The Chinese prison bosses would make a little less if they couldn’t steal free labor from their prisoners. But that is small potatoes, compared to what US corporations make off their prisoners. My instinct is that the Chinese gold farming bosses are working on their own, just trying to extort a little bit of labor from their charges (the prisoners also officially work make products for export, which I expect are far more lucrative). To compare gold farming, a little bit of exploitative pocket money gathering, to the worldwide system of prison labor, is merely to make an internet-ready article, and not to even begin to comprehend the injustice done to incarcerated workers by surplus-value economies.
The real story, therefore, is not that it is so crazy that in a Chinese prison, prisoners are made to do some meaningless task for their bosses’ benefit. When measuring the profitability of the prison-industrial complex within the working economy, the US is still #1, baby.
Oh, and the story is also that we love to imagine China is the great economic Satan. But the US has been outsourcing exploitation since there was a trade deficit, and extracting surplus value from workers since time immemorial, so don’t think we’ve forgotten how to fuck over the lower classes.
The zine I proposed to make, is made.
The title is “Apopheniac Communiques”. Along with seven fantastic contributors, I’ve put together 28 pages of art, poems, short stories, and commentary. It’s full of low-fi awesomeness, pasted together by hand in the “traditional” zine style. Is there a pattern? Is there a theme? That will be for the reader to decide, but suffice it to say, we’ve already put a call in to the proper authorities who deal with such miracles.
In keeping with the classic tradition, I’ll be offering copies in the “mail-art” format: for $2 in either fungible currency or un-cancelled postage, I’ll mail you your very own printed copy, on cream-colored paper, in beautiful 4.25″ x 7″ format.
Mail those monies here:
POSZU
4835 SE Sherman St.
Portland, OR 97215
AND… because it’s totally crazy, I’ll accept Bitcoins as payment. In fact, I’ll let you name your price if you choose to pay in BTC. Email me to get my public key and to give me your address.
The zine is licensed under Creative Commons (Attrib-Comm-Sharealike). And hey, if you just want to see what it looks like, even though it would never, ever compare to having a real life zine in your hands, here is a link to the full PDF.
A long article has been making the rounds, which at first catches the eye because of the copious (if mis-directed) use of a great many technospheric buzz words, popular smart phone app titles, and a splattering of post-modern philosophy, but then when unpacked devolves into all-too-typical post-Baudrillard simulacrap. BUT, just because it is misdirected, doesn’t mean that we can’t learn something from it, and take this opportunity to redirect.
The author of the above has a problem with a particular sort of digital photo. It is a sort of digital photo that somehow violates the glorious rules of reality, by mimicking something from a time that it is not. Time has come unstuck, and not in a good way. A bad, fake, inauthentic, faux-vintage way.
It might sound similar to another buzz word: “atemporality”. The author of the above link didn’t use the word atemporality. But, the words he used are responsible for directly the sort of miscommunication that obscures what atemporality is, and how it works. His notion of the faux-vintage, meager on depth as it is, is the scum that floats on top of atemporality, and keeps us from seeing the clear waters underneath. I hope to skim the scum off in this essay.
Part of the trouble with a concept like atemporality, is that it sounds right. Much like post-modernism, this makes it easy to put out on the table like a bowl of butter pats, without taking the time to think about what it is we’re having for dinner.
It’s not such a big word: “atemporality”. We know what that means, right? Something about time getting all weird on us, and the past, and the future, and maybe the sort of technology through which we imagine both the past and the future. Sounds good… type it up.
But atemporality is something with more nuance than time-getting-all-old-timey by way of a digital picture. To define it myself in short terms: atemporality is the act of refuting the order of temporality, through the means which temporality is usually applied. We all use an interior sense of time, or temporality. It’s, you know, Time! We keep track of the order in which things happen, and form a baseline t axis by which we keep track of the world. (For a greater exposition of this concept, see Kant, Bergson, Heidegger, Deleuze, and many others.) Temporality: we know the past, and we can only guess at the future; we know something just happened, while other things are mere traces in our memories; we “remember the 80s”, even though what I remember as The 80s no doubt differs from your memories of it, and we can debate when the 80s supposedly began and ended; we may remember last Tuesday, but the details could easily be suggested to us, and our “memories” might be proved false once we see the pictures. All of these things are involved in our sense of temporality: a big, flowing river of time in which we float.
Atemporality is the point at which this temporality begins to break down, though still in a temporal way. We still have a sense of time, but the wide span we call “history” begins to get weird loops, whorls, and whirlpools in it. The usual cycle of fads booming and busting grow eccentric, and spin oddly off-center. The idea of what is “current” begins to break down. We have trouble remembering if something used to be common a long time ago, or if that was today but maybe in Japan, or if maybe someone simply suggested that it would happen soon in the future. The river of time spreads out into a brackish salt marsh delta, and we know time is still flowing, but we don’t remember where it was we were trying to go. Were we trying to go? What does that even mean?
Maybe it’s because of the internet, maybe its because we all carry computers in our pockets, or maybe it’s just because there are so damn many of us we can’t see over the heads of our immediate friends to get any good “big picture”, and mainstream media is only as existent as the last meme that we saw. But there are people who aren’t old enough to know that record players went obsolete, out there buying records, as if there was nothing odd about it in the world. Wearing Victorian fashion is a now subculture, not an attempt to mimic something so uncool as “real life history”. And, pursuant to the article I had linked to at the beginning of this essay, cell phones can take pretty pictures with weird, livid color achieved through simple algorithms. No big deal, except that someone thinks those digital pictures are “old”. And what’s more, “fake old”.
Using a word like “nostalgia” is such a desperate sign of being out of touch, out of date, and so awfully-temporal in an atemporal time. “Nostalgia” assumes that there still was a temporal order in which someone could purposefully choose to “rewind”. It implies someone wants to “turn back a clock”, as if all our “wrist watches” weren’t synced to regulated network time via cell phone towers. Hilarious! You are the Encino Man of epistemology. Accusing an iPhone app of being inauthentically faux-vintage is about as cool as reminding your kids that some dead guy originally recorded the song being sung on American Idol way back in the 20th century. Pipe down, old man! The only people worried about what is correctly nostalgic or otherwise faking it are people who, for some reason, need to cling to a sense of permanent history that is not fluid, crowd-sourced, and always on instant remix mode. They probably still buy paper encyclopedias.
But the kids aren’t idiots, just because they won’t buy into your historical temporal-subscription business model. With a single Google search, anyone could tell you more about Kodachrome than you could, even if you used it yourself for over twenty years. As if they didn’t know that an antique is found on eBay, while up-cycled vintage is found on Etsy. They haven’t forgotten history. They’ve Gutenberg’ed history, if you pardon the zeitgeisty historical reference. Rather than re-write out the Old Story again and again in expensive, illuminated manuscripts, they’ve made their own printing presses, and they are distributing their pamphlets in the street. Or, if you prefer, they’ve pulled letterpresses out of the scrapheap, and they are printing comic books/novellas/vintage stationary that re-writes the story of Gutenberg as if he were an out of work Ph.D grad with a blog, or they’ve 3D-fabbed lost typefaces reassembled from scanned Library of Congress volumes, or they’ve… dammit, I’ve lost the metaphor, but that is the point. Atemporality is not your 20th Century post-modern critique. It is no longer enough to wrily point out a bit of irony that no one else caught, and think yourself Zarathustra for doing so. We leverage the networks, man. We access all recorded time periods with equal veracity and reach, until time periods cease being temporal. Anything that we can do with anything is only Now. Any of us, all of us, one of us. The temporality that anchors us to reality is atemporality.
When I say kids, I mean me, you, any of our contemporaries. The cutting edge is level, because the most amount of experience any of us can have with brand-new technology is none. Not all of technology is brand new, but that’s why we network. If someone finds a swell photography blog, or a scanned guide to restoring old typewriters, we pass it along. The best way to learn is to find someone who knows what they are doing, and help them. We’re all kids about some things, and many of us are experts in at least one thing. We come to the networks with certain abilities, certain likes and dislikes, and all the many facets of our personality. When we connect, reality happens. We’re all faking it to a certain degree, and all of our fabrications are realer than we know. There’s not a single person who isn’t surprised when their ____ goes viral, because the only thing one can attempt to understand about viral media, is the ridiculousness of the claim that one has identified and understood an epistemological hierarchy of network culture. “Pop culture” didn’t go obsolete, it splintered into more pieces than anyone can count, keep track of, or catalog and interpret. There is no such thing as un-cool. You just haven’t found the other people who think it is awesome yet. The topology of culture is similar to the technology that propagates it, in that culture only works. Technology and culture do not not-work. There is no plateau other than the niche, and if something is surviving, it is because it is crossing somebody’s spark gap. If something is replaced by a better tool, that former tool is either sold online or goes into the free box, where it is quickly grabbed by someone who could totally use it, or take it apart and make it into something else.
And this is how you know that the sort of person who uses the word “simulacra” with disdain doesn’t use tools, and only inhabits the realm of ideas as one inhabits a titanic, steam-driven airship; a fictional craft that never lands, never makes contact with the industrial revolution changing the world down here on the surface. There is no “inauthentic” in the machine shop. There are only tools, better tools, and tools that need to be fixed. What is it that Instagram does as a tool? It makes cool pictures. What do the titles of the filters mean? I don’t have the first idea. I swipe at them with my thumb until it looks sweet, and then I send it to my friends. Then I put down my iPhone, and go back to trying to un-stick the shutter on an old medium format camera. If I can make it work again, it might take cool pictures. And if I left it in that flea market where I found it, some asshole who uses words like “authentic” probably would have pulled it up into his airship and stuck it on the wall of his wine bar. I use all kinds of things. The reel to reel is next to the turntable on which my laptop sits, which is processing scanned 35 mm slides for filtering and reprinting, so I can reproject them with an overhead projector, and trace over it on a piece of tossed-out plywood. Where is the authentic in my living room? I couldn’t give a shit. Where is the “era”, the “epoch”? I couldn’t tell you. All of these technologies function today, and work Now. I can tell you that my 6 year-old laptop is probably more obsolete than the reel to reel player, because the reel to reel works like new, whereas the laptop often struggles with simple tasks.
Anyone offering authenticity has something to sell you, and likely, a something you do not need. They try to convince you that the way you are doing it is not as “real” as something else. Funny–because reality was just fine before they came along. Before they tried to monetize a particular world-view, to increase the value of a certain temporal commodity by claiming to be the exclusive arbiter of what is authentic and what is forged and fake. And we wouldn’t want to fool ourselves either; this is a capitalistic world, and everything ends up bought and sold. Any particular atemporal trend will end up named, stamped into a commodity, and sold, until stretched into a thin veneer of shiny, zombified goo. But that’s okay, because we already have a friend that we met in a comment thread, that can get us that real shit. The Real Shit, because it is the stuff we want and nothing else, and because we’re getting it from the source that we know and trust. That is the network, and that is atemporality. All real shit. No authenticity.