Culture, Computers, and Communities: Two Recent Books

Culture is technology-driven William Gibson once said, and, with the proliferation of digital media, the aphorism is less and less debatable (if it ever was). If technology is indeed the engine and infrastructure of our culture, then understanding it is tantamount to understanding ourselves.

The books written on the topic could fill a library, and two recent ones caught my eye. The first attempts a broad-reaching macro-view. Brian Arthur’s The Nature of Technology: What It Is and How It Evolves (Free Press, 2009) promises not only to get to the bottom of the technology undergirding our culture, but to be an engaging read as well. I first came across Arthur’s work in M. Mitchell Waldrop’s Complexity: The Emerging Science at the Edge of Order and Chaos (Simon & Schuster, 1992). Arthur stumbled upon the theory of increasing returns (what are known in cybernetics and systems theory as reinforcing feedback loops) while attempting to apply biological principles to economics. The academic crossbreeding proved fruitful as Arthur deftly outlined the reasons for the dominance of everything from Microsoft Windows to QWERTY keyboards.

Unfortunately, his mixing and matching of intellectual domains falls short when it comes to the science of technology. First of all, The Nature of Technology starts by conceptualizing the two (nature and technology) as opposing forces, calling them “tectonic plates grinding inexorably into each other in one long, slow collision” (p. 11). As often as it has been employed elsewhere, this is a premise of limited promise. Technology is an extension or continuation of nature. They are parts of the same continuum. Viewing them as adversaries leads to many other fallacies, not the least of which is the attempt to draw a line separating the two. For example, on page 10, Arthur envisions a world where all of our modern technologies disappear, yet we’re still left with some. He writes, “We would still have watermills, and foundries, and oxcarts; and course linens, and hooded cloaks, and sophisticated techniques for building cathedrals. But we would once again be medieval.” Drawing such an arbitrary line in the sands of time is exactly the mistake that those against technology make. As if speaking and writing aren’t technology. As if harnessing fire or clothing ourselves aren’t technology. We shape our tools and they shape us, as McLuhan (1964) put it. Our overall developmental lifecycle is the result of a structural coupling—in Maturana and Varela’s terminology (1987; Maturana & Poerkson, 2004)—with our technology. Not that Arthur is against technology, but making distinctions as such is not only treacherous, it’s just ludicrous.

Brian Arthur is a brilliant scholar and subsequently this book is not without insight. “A change in domain is the main way in which technology progresses,” he writes on page 74, echoing Thomas Kuhn (1962). If only he’d based his book on this statement, we might have ended up with a more useful theory of technology.

Another of Arthur’s key ideas is one he calls “deep craft,” writing, “Deep craft is more than knowledge. It is a set of knowings. Knowing what is likely to work and what not to work” (p. 159). Eitienne Wenger, Nancy White, and John David Smith apply their deep craft to technology and the ways in which communities and technology work together. A little over a decade ago, Etienne Wenger wrote a classic text on the ways that we work and learn together called Communities of Practice: Learning, Meaning, and Identity (Cambridge University Press, 1999). Applying the ideas to software, networks, and connectivity, Digital Habitats: Stewarding Technology for Communities (CPsquare, 2009) is a handbook that every IT manager should keep handy. It won’t tell you which specific software tools you need for your business or community, but it will guide you through your needs and illuminate aspects of your community (and its technology use) that you scarcely knew existed. For example, the simple idea that the “always on” of broadband connectivity equals the “always there” of the community (p. 186; an idea that my friend Howard Rheingold has explored in depth in his many books, most recently Smart Mobs, 2003) puts technology’s augmenting role in your community in a new light.

Wenger, White, and Smith’s many well-worn and time-tested insights yield a book rife with the same. In-depth scenarios and quick advice pop up on nearly every page, often bolstered by real-world examples and their relevant URLs, as well as excellent graphs and flowcharts. A lot of the general information in Digital Habitats might be common knowledge for the experienced technology steward, but the experience and research collected here is likely to be useful for everyone interested in creating, fostering, or maintaining a working community augmented by technology.

Technology infiltrates our lives in ways we don’t even realize. Rem Koolhaas went so far as to say that human culture wouldn’t exist at all without technology, calling it “a decaying myth, an ideology superimposed on technology” (1995, p. 210). As much as we may want to grasp a grand unified theory of its ubiquity, perhaps it’s just easier to look at it on the micro-level. Either way, technology is as much a part of us as we are of nature (and vice versa). Drawing lines between us and it or it and nature are useless.

References

Arthur, W. B. (2009). The Nature of Technology: What It Is and How It Evolves. New York: Free Press.

Koolhaas, R. & Mau, B. (1995). S, M, L, XL. New York: Monacelli Press.

Kuhn, T. (1962). The Structure of Scientific Revolutions. Chicago: University of Chicago Press.

Maturana, H. R. & Poerkson, B. (2004). From Being to Doing: The Origins of the Biology of Cognition. Heidelberg, Germany: Carl-Auer Verlag.

Maturana, H. R. & Varela, F. J. (1987). The Tree of Knowledge: The Biological Roots of Human Understanding. Boston: Shambhala.

McLuhan, M. (1964). Understanding Media: The Extensions of Man. New York: McGraw-Hill.

Rheingold, H. (2003). Smart Mobs: The Next Social Revolution. New York: Basic Books.

Waldrop, M. M. (1998). Complexity: The Emerging Science at the Edge of Order and Chaos. New York: Simon & Schuster.

Wenger, E. (1998). Communities of Practice: Learning, Meaning, and Identity. New York: Cambridge University Press.

Wenger, E., White, N., & Smith, J. D. (2009). Digital Habitats: Stewarding Technology for Communities. Portland, OR: CPsquare.

Slayer World Painted Blood Contest Entry

In honor of the release of Slayer‘s new record, World Painted Blood, I interpolated the old Sherwin-Williams “Cover the Earth” logo. I was always reminded of this design by the title “World Painted Blood,” so here it is:

Slayer-Williams: World Painted Blood

I entered the design into their World Painted Blood photo contest. You can see it on the Slayer site here.

Slayer’s World Painted Blood comes out on November 3rd.

Behind Enemy Lines

I just returned to Austin from San Diego, where I was head-deep in the world of five-gallon buckets, toolbelts, aluminum ladders, and drooling paint cans. Yes, construction. You see, my friend Josh Beagle and his partners Ray and Albert are starting a meat-curing business, and I spent the last several days helping them build out their new warehouse facility. Continue reading “Behind Enemy Lines”

The Maker’s Notebook from O’Reilly

The staff over at O’Reilly Media‘s magazines, Make and Craft, asked around to see what features The Ultimate Notebook would include. The result is their newly published Maker’s Notebook. “Clearly, lots of DIYers dream of designing their own project notebooks. We incorporated as many ideas from this Notebook Braintrust as possible,” explains Gareth Branwyn, friend and contributing editor to Make. Well, being the journaling, notebook geek that I am, I got my hands on a copy as soon as I could. Continue reading “The Maker’s Notebook from O’Reilly”

Building a Mystery: Taxonomies for Creativity

In a 2005 Daniel Robert Epstein interview, Pi director Darren Aronofsky likened writing to making a tapestry: “I’ll take different threads from different ideas and weave a carpet of cool ideas together.” In the same interview, he described the way those ideas hang together in his films, saying, “every story has its own film grammar so you have to sort of figure out what the story is about and then figure out what each scene is about and then that tells you where to put the camera.” Continue reading “Building a Mystery: Taxonomies for Creativity”

The Interface and the Algorithm: Four Recent Books

The much-discussed, much-explored interface between humans and machines is seemingly our final frontier. Comparing the interface to the Victorian novel and the 1950s television show (both of which shaped society’s understanding at the time), Steven Johnson wrote, “There are few creative acts in modern life more significant than this one, and few with such broad social consequences.” The graphical user interface has come to represent all of the many processes going on inside the computer — and the way we interact with each other through them.

The machine is not the environment for the person; the person is the environment for the machine. — Aviv Bergman

Buy This Book from Powell\'sWith Beyond the Desktop Metaphor: Designing Integrated Digital Work Environments (MIT Press), editors Victor Kaptelinin and Mary Czerwinski have compiled essays finding the limits of the current widespread user interface and imagining a post-desktop interface. Studies have found that our current virtual desktop doesn’t afford supporting services for the growing areas of computer-supported collaborative work (CSCW), the ever-expanding diversity of technologies, or the multiple roles or tasks we find ourselves filling. Beyond the Desktop Metaphor is a compendium that reaches just that — beyond the desktop.

Buy This Book from Powell'sLooking back to look ahead, Thomas Erickson and David W. McDonald compiled HCI Remixed: Reflections on Works That Have Influenced the HCI Community (MIT Press). Erickson and McDonald asked fifty-one designers to reflect on one work — something at least ten-years old — that influenced their approach to human-computer interface design. The result is fifty-one brief essays covering artifacts spanning everything from books like Everett Rogers’ Diffusion of Innovations (The Free Press) and Ted Nelson’s Computer Lib/Dream Machines, early innovations like Douglas Engelbart’s mouse and Ivan Sutherland’s SketchPad, and influential people like Edward Tufte and Jane Jacobs. In a field where the research and results are cutting-edge and exciting, but where the literature is often bogged down in minutia and, well, boring, HCI Remixed exhibits a novel approach and is actually fun to read.

It is all just an algorithm with enough unknowns to make a game of it. — McKenzie Wark

Buy This Book from Powell\'sNowhere has HCI been more “remixed” than in computer gaming. A simmering subculture for decades, supposedly the gaming industry has overtaken Hollywood in size, money, and attention. Making sense of this rapid growth and its influence on our culture has spawned confusion, reckless theorizing, and a whole new field of study. Fortunately for us, people like Alexander Galloway and McKenzie Wark have taken up the task of keeping things in perspective. Galloway’s Gaming: Essays on Algorithmic Culture (University of Minnesota Press) draws from over fifty video games — from PONG and Space Invaders to Half-Life and Halo — (as well as his keen critical eye and l33t gamer skills) to deliver a holistic and seasoned approach to gaming studies.

Buy This Book from Powell\'sWark’s Gamer Theory (Harvard University Press), which was originally published in-progress online as “G4M3R 7H30RY,” is written in the aphoristic style of Guy Debord’s The Society of the Spectacle (not unlike Wark’s previous book, A Hacker Manifesto). While its being published online has gotten more attention than the book itself, this should not be the case. Like Wark’s previous work, this is an important text for anyone interested in progressive thought on media and technology — and our relationships with it. Gamer Theory is less about the avatars, images, and interface, and more about the philosophy that drives them. It’s the algorithm as allegory, the formula as form, the rules as rubrics, and what all of it might mean to the culture they’re shaping.

Depending on what end of the human-computer spectrum you’re interested in — from haptics and CSCW to gaming and philosophy — these four books tap the pulse of the melding of humans and machines.

Digital Media Demo Day at Georgia Tech

I ventured to Atlanta again this year for Georgia Tech’s Digital Media department‘s Winter Demo Day, and it definitely re-greased the mental wheels. When you’re stuck while thinking about technology and media, an event like this is sure to shake things loose.

The Digital Media program at Georgia Tech spans the spectrum that runs from Human-Computer Interaction (HCI) to film production. Students and faculty come from all points on the spectrum as well, thereby making the input and the output of the department is as diverse as its people. Their semiannual Demo Days allow them to strut their wares, from fully immersive digital environments and emergent games to interactive TV and experimental film, from completed works to projects-in progress. A loose theme this year could’ve been merging the virtual with the corporeal: There were lots of projects bridging bodies and avatars and several others exhibited new approaches to haptics. It’s very difficult to keep a summary about such an event brief, but here are a few highlights.

Kenny Chow’s Generative Visual Renku project uses Fox Harrell’s GRIOT System to create a digital environment for collaborative, linked-poetry using pictographs. Renku is similar to Haiku except that it is a form of linked poetry. Chow’s project allows groups of people connected via a network (e.g., the internet, an intranet, or a social space such as Facebook) to collaborate on pieces of artwork using icons. In the process, GRIOT and Chow’s Renku system create a visual grammar by which the artworks can be built and interpreted.

Over the past couple of years, Susan Robinson has been quietly remediating her Oscar-nominated film Building Bombs (which is now available on DVD) into an interactive piece, the engine behind which manages the relationships among the various personalities and issues in the film. By dragging pictures and icons around on the screen, the user can see how they react to each other and watch video clips from the film. It’s much more impressive and interesting than I can make it sound here.

Space Vectors by Ari Velazquez, Jimmy Truesdell, and Kurt Stilwell is a tabletop video game for up to four players. Each player has a base to protect and three types of space vessels — controlled by tangible objects placed on the tabletop — with which to protect it and attack the others. As it stands now, players set up initial conditions, press “start,” and watch the game unfold. Eventually, Ari says, the game will be very active over the course of play. The interesting thing about Space Vectors‘ current state is how complex the game play is given its relative simplicity. Set up a few pieces, let the game go, and watch to see if your strategy works.

Notably missing this year — or maybe I just notably missed them — were Brian Shrank and company and their Mashboard Games (one of my favorites from last year, which explores haptics by mining affordances from the standard QWERTY keyboard). Also M.I.A. were Ian Bogost and Eugene Thacker. Next time, guys…

The EGG's Mermaids: Click to enlargeOther highlights included Second Life/Augmented Reality (which involved combining physical actors with digital avatars), Mermaids (an MMOG that explores the emergent behavior of large groups), Flourishing Future (an interactive children’s tangible-object tabletop video game involving making a city more environmentally friendly), and Machinima Futurista (which uses the Second Life/Augmented Reality project to recreate the 1916 Italian Futurist film Vita Futurista), among many others.

If any of you get a chance to attend GA Tech’s Demo Day and see what they’re up to there, I strongly recommend doing so: good food, good people, and lots of great ideas. Many thanks to the presenters, and Susan Robinson, Jay Bolter, and Janet Murray for making us feel welcome and for making it another brain-sparking good time.

Reconnect the Dots: Toward a Decentralized Social Network

About a year ago, I had a discussion with my friend Ryan Lane about a “Trillian for social networks.” Having no idea how such a thing would work (and realizing that I probably wasn’t the only one thinking about it), I was trying bouncing aspects of it around with someone who might have an idea how it would work. Skip ahead to last summer, my friend Justin Kistner and I had a similar conversation. Well, in the meantime, Justin has gone several more steps toward making this a reality. Continue reading “Reconnect the Dots: Toward a Decentralized Social Network”