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<nettime> Re: GENERATION FLASH [Klima 2x,napier 3x,Kanarinka, Sawad] |
Table of Contents: Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad John Klima <klima@echonyc.com> Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad napier <napier@potatoland.org> RE: RHIZOME_RAW: GENERATION FLASH: Usability/Interaction "Kanarinka" <kanarinka@ikatun.com> Re: <nettime> GENERATION FLASH: Lev / Sawad Sawad <sawad@utensil.net> RE: RHIZOME_RAW: GENERATION FLASH: Usability/Interaction napier <napier@potatoland.org> Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad John Klima <klima@echonyc.com> Re: <nettime> GENERATION FLASH: Lev / Sawad napier <napier@potatoland.org> ------------------------------ Date: Mon, 29 Apr 2002 12:22:20 -0400 From: John Klima <klima@echonyc.com> Subject: Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad when discussing artwork, soft or not, the focus is naturally on the appearance of the thing. its the first thing you encounter when you "see" it. it's how it looks that makes the first impression regardless of the function. lets not forget that we are still primarily dealing with a visual medium here. the problematic aspects of interactivity are precisely why i make work that does not *have* to be interacted with, and by so doing, i relinquish all responsibility to make it "easy to use." the public expects "ease of use" as the most critical element in software interaction, how often has this appeared in promo materials and advertising? allways. i can't think of a single piece of software advertising that does not include those three words. but where in the museum catalogues and art reviews do those words appear? never. "this jackson pollock is easy to use and integrates seamlessly with your couch." if the discussion focuses on interaction, the question of usability always seems to be the priority. why should the user be considered at all? this isn't a spereadsheet, there is no productivity that needs to be considered. concerns of human interaction seem to me to be more scientific concerns than art concerns. by what criteria do we assess an aesthetic of interactivity? i recently met someone who when they first grabbed a mouse, they turned it around so the wire pointed the opposite way, so the "head" of the mouse pointed foward and the "tail" behind, as would seem to make sense. they subsequently reversed in their brain the axes of movement, and concluded that the screen was a mirror not a window. they continue to interact in this manner, to this day. how can one ever discuss interaction when not all people agree what is left and what is right? this is certainly an exageration of the problem, but it highlights the situation that not all users are equally capable of interaction. hell, some people are in wheelchairs and can't reach the mouse in an installation situation like the biennial. some people have no arms. this suggests to me that the primary element of software art still firmly resides in what is displayed on the screen, and second how it got there, and third, how a viewer interacts with it. however, i do firmly believe that the best work includes all three. best, j napier wrote: > > This discussion of software (Flash) aesthetic focuses on the appearance of > the software-artwork rather than on the function. I doesn't make sense to > put John Simon, Lisa Jevbratt and Golan Levin in the same sentence without > distinguishing that Golan's work is meant to be *used*, where the other two ... <nettime SNIPs> ------------------------------ Date: Mon, 29 Apr 2002 13:34:44 -0400 From: napier <napier@potatoland.org> Subject: Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad At 12:22 PM 4/29/2002 -0400, John Klima wrote: >when discussing artwork, soft or not, the focus is naturally on the >appearance of the thing. its the first thing you encounter when you >"see" it. it's how it looks that makes the first impression regardless >of the function. First impressions are surely based on the visual, but lasting impressions are based on the overall experience of the piece, the impact it has intellectually, the gut feel that it creates. If we talk only about appearance we'll miss the point of most art of the past 50-100 years. >the public expects "ease of use" as the most critical element in >software interaction, .... >.... but where in the >museum catalogues and art reviews do those words appear? never. Because the concept of "usage" does not exist in art prior to software. The "use" of a painting is that you hang it and look at it. Not much to talk about there. Software doesn't have to be "easy" to use. jodi's site is deliberately difficult to navigate, yet it can be navigated, and figuring out how to get around and where things are is part of the experience. Also in mouse-responsive work like turux.org, the mouse motion drives what happens on screen, but not in an obvious or linear way. The screen often responds surprisingly to the mouse motion, which is more interesting than a simple 1 to 1 mapping of mouse motion to graphic motion. > how can >one ever discuss interaction when not all people agree what is left and >what is right? this is certainly an exageration of the problem, but it >highlights the situation that not all users are equally capable of >interaction. hell, some people are in wheelchairs and can't reach the >mouse And some people are blind and can't look at visual art. That doesn't stop the discussion of visual aesthetics. > the primary element of software art >still firmly resides in what is displayed on the screen, and second how >it got there, and third, how a viewer interacts with it. however, i do >firmly believe that the best work includes all three. Right. And given that we're talking about software art here, and we're not too handicapped to experience the art on all three levels, I think it's worth talking about all three. mark napier@potatoland.org ------------------------------ Date: Mon, 29 Apr 2002 14:05:47 -0400 From: "Kanarinka" <kanarinka@ikatun.com> Subject: RE: RHIZOME_RAW: GENERATION FLASH: Usability/Interaction hi folks, I really like the focus on interaction here. I think that this is one of the keys to understanding the medium that we are trafficking in. Let's keep up the dialogue. On the "ease of use" tip ::: a note I think all too often people (artists, software programmers, audience, users all included) confuse "usability" with "interaction". Usability has to do with how accessible and "easy to use" your work is. Usability answers questions like: Can it be viewed on multiple browsers, platforms, etc.? Is it confusing in unintended ways? This is "user-centered" thinking only in the sense that you are trying to make sure that your user does not have unintended hardware/software/cognitive problems accessing your work. To give an example -- If your work were a building, usability would be like making sure that your doorways were designed so that people fat and thin, wheelchairs and not, etc. could all make it around inside. Designing for usability is important but designing for interaction is much more interesting. Interaction design answers questions like "Why do users want to do something with my work? How can users enter into a meaningful, engaging performative space with this work? What is the incentive towards action in this case?" To go back to the building metaphor -- interaction in that case would be - why do you want to visit the building in the first place? what happens to you inside the building? what kind of experience do you have inside the building? how are you changed after leaving the building? interaction design poses questions and problems much larger and more creatively charged than just "how can we make this thing user-friendly?" the most effective net/software/digital/artronics art of this new age will be able to answer these questions and solve these problems in interesting, challenging, meaningful ways. [and ways that, by absolute necessity and contrary to what goes on most of the time even now, incorporate thought about the "end-user" right at the beginning of the creative process] cheers, kanarinka - -----Original Message----- From: owner-list@rhizome.org [mailto:owner-list@rhizome.org] On Behalf Of napier Sent: Monday, April 29, 2002 1:35 PM To: John Klima Cc: Lev Manovich; nettime-l@BBS.THING.NET; nettime@BBS.THING.NET; list@rhizome.org Subject: Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad ... <nettime SNIP's> ------------------------------ Date: Mon, 29 Apr 2002 14:28:44 -0400 From: Sawad <sawad@utensil.net> Subject: Re: <nettime> GENERATION FLASH: Lev / Sawad At 09:09 PM 4/27/02 -0700, you wrote: Therefore the number of people who after reading my text accused me of confusing a technical standard with an aesthetics missed my argument . The vector oriented look of "soft modernism" is not simply a result of narrow bandwidth or a nostalgia for 1960s design - it ALWAYS happens when people begin to generate graphics through programming and discover that they can use simple equitations, etc. Lev, I appreciate very much your response to my comments, and I will post a response later in the week. In the meantime, I wanted to very briefly elaborate on a criticism I made in my earlier post, as well as to make an equally brief and perhaps inadequate comment on the quote above. Earlier I wrote: <quote> There is no reason that software art canno[t] use/create "images" in the narrowly defined sense of "pictures," or any other form we identify from our experiences with so-called old-media. Through software one can create images or effect any number of sensuous phenomena. Your position vis-a-vis the "modernism" effected by the Flash protocol, which is designed to deliver compressed animation over relatively narrow bandwidth seems to me mistakes technological limitations for an iconoclastic morality. </quote> After I posted my response, I reflected further on what seemed to me as your confusion of technical limitation with morality. I did not cease to think that this was a confusion. However, it occurred to me that this confusion was not necessarily rectifiable in the context of aesthetic discourse. Historically, Western aestheticians have embraced systems for distinguishing painting from sculpture, and these from architecture. Upon such distinctions, various evaluative criteria have been calculated. But valorizing arguments seem to me have also depended on such distinctions. In one such example, modernist concerns over the surfaces of paintings were given memorable expression in the earlier writings of Clement Greenberg, where "flatness" was expanded from being a characteristic -- a limitation, if you will -- of paintings toward a figure existential sincerity. My thoughts are not that modernists artists and critics were wrong. Regardless of our own perspectives on such an interpretation and its ramifications and conclusions, it strikes me that what we call morality is precisely always based on some theory of how we respond to forms (whether we acknowledge such theories or not). This is not moral relativism, but moral *response*, regardless of the theory of mediation between forms and us. Perhaps this confusion is a necessary product of all theories of "the subject." In other words, Greenberg's conclusions seem to me sound, *within the constraint of an aesthetic theory of subjectivity*. I realize now that it is easier to say that technical standards and aesthetic morality should be distinguished, than to articulate a methodology for definitively accomplishing this task. Among the modes of address assumed by theoreticians and critics toward an artwork is questioning its construction : asking why an artist makes a particular decision and not a different one. This useful mode also opens a trap of confusing the critic's point of view with the physical context of creation. It is important to acknowledge that not all options, nor even the ones that a critic imagines, are available for artists during the creation of artworks. Though this may seem obvious, it is less obvious why we repeatedly enter this trap. Your assertion that "it ALWAYS happens when people begin to generate graphics through programming and discover that they can use simple equitations, etc." seems problematic in this way. While it seems to me correct, as well as a very important point, that "The vector oriented look of 'soft modernism' is not simply a result of narrow bandwidth or a nostalgia for 1960s design," it seems to me that you might be overstating your point when you state that this "ALWAYS" happens when people begin experimenting with graphics programming. Even if we understand that you are limiting your statement to include only "software artists," the set of imaginable circumstances under which this hypothetical group would always choose this aesthetic course seems to me preconditioned by a number of factors, including technical mastery and the graphics "primitives" afforded and perhaps most easily manipulated by beginning programmers. Of course the issue surrounding a nostalgic anti-mastery cannot be dismissed so easily, specially as I believe it supports your stated desire to create something new by appropriating modernism in combination with post-modernism. However, the possibly mythic dimensions of this appropriation cannot be dismissed either. You might be interested in a response I posted to Alex Galloway a few years ago, in which I argued against his valorization of what he thought was technical simplicity in "net.art." [1] [1] My comments are archived in the Walker Art Center's "Shock of the View" and in an online interview Steve Dietz conducted with Beth Stryker and myself. http://collections.walkerart.org/item/text/143 Sawad ------------------------------ Date: Mon, 29 Apr 2002 15:47:08 -0400 From: napier <napier@potatoland.org> Subject: RE: RHIZOME_RAW: GENERATION FLASH: Usability/Interaction At 02:05 PM 4/29/2002 -0400, Kanarinka wrote: >Designing for usability is important but designing for interaction is >much more interesting. > >Interaction design answers questions like "Why do users want to do >something with my work? How can users enter into a meaningful, engaging >performative space with this work? A good point. It's valuable to clarify the language, and I agree that interaction is the better term for what we're talking about. I avoid the word sometimes because of the hype that has surrounded it in recent years, yet it is true that some software artwork intends to be interactive, while other work does not. Interaction is effective when it adds meaning to the artwork ie. a participant gains insight into the work, or contributes to the meaning of the work as a result of their interaction. mark napier@potatoland.org ------------------------------ Date: Mon, 29 Apr 2002 16:03:28 -0400 From: John Klima <klima@echonyc.com> Subject: Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad napier wrote: > > At 12:22 PM 4/29/2002 -0400, John Klima wrote: > > >when discussing artwork, soft or not, the focus is naturally on the > >appearance of the thing. its the first thing you encounter when you > >"see" it. it's how it looks that makes the first impression regardless > >of the function. > > First impressions are surely based on the visual, but lasting impressions > are based on the overall experience of the piece, the impact it has > intellectually, the gut feel that it creates. If we talk only about > appearance we'll miss the point of most art of the past 50-100 years. but perhaps in software art, the appearance is not talked about enough. > >the public expects "ease of use" as the most critical element in > >software interaction, .... > >.... but where in the > >museum catalogues and art reviews do those words appear? never. > > ...The screen often responds surprisingly to the mouse motion, which is > more interesting than a simple 1 to 1 mapping of mouse motion to graphic > motion. is it? or does it simply confound the user. why does jerry saltz hate it when there is an input device? he's part of the conversation too. > And some people are blind and can't look at visual art. That doesn't stop > the discussion of visual aesthetics. it does for that person. that visual art is visual, it is a given that it requires the use of eyes. that chuck close can't grab the mouse at the whitney bugs the hell out of me. that jerry saltz wont grab the mouse also bugs the hell out of me. > > the primary element of software art > >still firmly resides in what is displayed on the screen, and second how > >it got there, and third, how a viewer interacts with it. however, i do > >firmly believe that the best work includes all three. > > Right. And given that we're talking about software art here, and we're not > too handicapped to experience the art on all three levels, I think it's > worth talking about all three. that lev posts an essay whose focus is on the aesthetic does not preclude the discussion of function, and as i mentioned above, it seems that a little more discussion about the appearance might be a good thing. and the questions i'm posing actually are very much a conversation about interaction. best, j ------------------------------ Date: Mon, 29 Apr 2002 16:20:26 -0400 From: napier <napier@potatoland.org> Subject: Re: <nettime> GENERATION FLASH: Lev / Sawad At 02:46 PM 4/29/2002 -0400, Sawad wrote: >The history of art provides too many examples where artworks are "used," >in one way or another, even perversely, to create other meanings for >artworks and/or their larger contexts. To clarify, I'm not talking about "use" in a metaphorical sense, as in using artwork to communicate meaning, or changing the use of an artwork by changing the context of the work. In the broadest sense of the word, you could say that art is "used" by the culture to explore and communicate ideas, but that's not what I'm talking about here. When I say "use" I mean a literal manipulation of the medium of the artwork itself. As in adding a blob of paint to a Mondrian. Or changing the color scheme of a Barnett Newman. There are cases of artists re-using other artists work this way, but these are rare compared to the number of artworks that are frozen behind velvet ropes. In software we can interact with an artwork and alter the appearance of the work, using the medium of the artwork itself, without destroying it, and also without requiring unusual or esoteric manipulations of the medium. The interactive nature is built-in to software. Not so with painting, sculpture, or even video. > But the unfinished or "open" aspect of software artworks seems to me > needs to be further refined, if it is to be considered a uniqueness that > differentiates these works from "previous forms." Agreed. We have a catch-all term, "interaction", that covers everything from pushing a light switch to exploring a game or an artwork. I have not heard a language that adequately describes the qualities and nuances of software interaction. Meanwhile interaction is a prominent feature of online artwork since 1994 and continues to grow both in games and artwork. mark napier@potatoland.org ------------------------------ # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net