Category Archives: Art

a Rube Goldberg machine made of fucking corpses

Plenty of critiques of the NFT “art” scene exist, but they—neither unreasonably nor unnecessarily—tend to focus on the (socio)technological side of the phenomenon. These two essays from back in June cropped up on Metafilter yesterday, coming at it from a more art-critical and political-economic angle… and while they’re pretty depressing in many respects, it’s a long time since I read pieces of this length which hinge on their author’s repeatedly stated boredom with the object of critique, but which are nonetheless really fun to read*.

Clip from the first one:

The product being labored over for the contemporary artist of social media is not “the work of art” but “the gestalt experience of art-posting”. From that perspective, artists might be more or less successful but the same is true of any gig economy worker. Imagine if every warehouse worker could simply be timed and optimized and would have their livelihoods determined by their profit making metrics! We’re headed in that direction but this will not make Amazon employees entrepreneurs, it just will make them proletarians subject to a particularly horrific conditioning, the final dream of Fordism. Twitter and Patreon aren’t that, just yet, but I think once you stop seeing people using it as producing individual WORKS but producing a WHOLE GESTALT EXPERIENCE it’s more apparent that these workers are profoundly fungible. Twitter has finally successfully done for all forms of art what factory production did for ceramics and textiles, which the Arts and Crafts movement struggled hopelessly against. And all without producing a standardized product at all!

Clip from the second one:

So sweep aside literally everything I’ve said about the APPARENT Rube Goldberg contraption that is cryptokitties and behold the real one: the same gold bug economics that all of cryptocurrency runs on, a deranged libertarian conviction that currencies that people use to buy basic shit for survival should ONLY EVER BECOME MORE RARE AND VALUABLE. In the first one of these I said I didn’t want to talk about Blockchain cause it’s stupid and boring. But I arrived at that after going through this frustrating emotional relationship that involved comprehending the incredibly clever structure blockchain uses to achieve a deflationary basis and trustless records of transactions, getting kind of impressed, remembering that this is a Rube Goldberg machine made of fucking corpses, getting insanely mad, then eventually just getting bored. They managed to invent a Rube Goldberg machine that on final examination is just banal: the ultimate banality of finance capitalism, which not even The Wolf of Wall Street could make look anything other than repulsive and tedious.

Understanding that this is all a huge dumb alchemy mechanism for turning coal into a virtual gold by way of Chinese power plants helpfully clarifies why cryptokitty design contradicts itself fundamentally. The breeding mechanics and extra bullshit? It’s just a pretext. The Rube Goldberg really is a mechanism for generating token uniqueness: literally, unique tokens, non fungible tokens, tokens that hold different values due to their attached artistic content, and so cannot be used interchangeably. But also, token uniqueness, uniqueness that only exists on a surface level, because it only needs to be surface level in order to fulfill a minimum of it’s pitch to investors.

[ * Briefly donning my Grandpa Simpson mask, I will note that this sort of writing was a staple of the golden age of blogging, and I miss both the time in which more of it was being made, and the time in which I had the time to read and write more of it myself. Please consider your clouds to have had my fist vigorously shaken at them. ]

never an especially attractive quality

A snip from an essay well worth reading in full, otherwise offered without comment:

… the issue isn’t negativity per se, which has its place in the fandom ecosystem. The issue is how to talk about things you love (or hate) impersonally. What is lost in fandom is ultimately detachment. Detachment can coexist with love, hatred, and indifference. But it’s never an especially attractive quality, and when people are encouraged to identify themselves with their interests and consumption habits, it’s also a very hard one to maintain.

contract/bridge: Auger (2013), Speculative design: crafting the speculation

  • Auger, J. (2013). Speculative design: crafting the speculation. Digital Creativity, 24(1), 11-35.

This justly well-cited paper is in some respects a tour through the work of Auger and others (mostly RCA-aligned, I think?) in the decade prior to its publication in 2013. My purpose in writing it up is to extract and summarise the methodological concept at its heart, which has utility in other forms of speculative work that have mutated from these design-specific practices, including recent work by my colleagues and myself here at Lund. As such, I’ll for the most part be skimming over the actual examples presented in this paper, but it’s really worth your time to read the whole thing if you want to get a good eye on where speculative design / design fiction was at before it properly metastasized throughout the late Teens.

Core claims and definitions

Auger’s main claim here is effectively teleological (though not in the Hegelian sense of that term):

Speculative design serves two distinct purposes: first, to enable us to think about the future; second, to critique current practice.

p11

(I think the “us” being used in the first purpose is what I think of as the “social first-person plural”, which is to say it extends beyond the narrower “practitioner-us” which is implicit in the second purpose—not that it makes much difference to this analysis, mind you! I’m just interested in the narratology of academic writing.)

The paper’s “key concept is the ‘perceptual bridge’—the means by which designs engage their audience” (p11), and it’s these mechanics of engagement which I want to extract and summarise in order to deploy the concept outside of the design domain; I also see a bunch of crossover with the implicit bargain or contract of suspension-of-disbelief inherent to speculative literature.

Auger begins by listing the many practices—already proliferating and contested, back in 2013!—overlapping with the one he sees as his own, namely speculative design. What they all share is a strategy of “remov[ing] the constraints of the commercial sector that define normative design processes; use [of] models and prototypes at the heart of the enquiry; and [using] fiction to present alternative products, systems or worlds” (p11). Auger chose speculative design [SD hereafter] over e.g. ‘design fiction’ due to concerns about the latter’s foregrounding of the fictive nature of the work in a manner which might undermine its intended effects: “the choice of ‘speculative’ is preferable as it suggests a direct correlation between ‘here and now’ and existence of the design concept” (p12), thus advancing Augers project “to shift the discussion on technology beyond the fields of experts to a broad popular audience” (ibid).

However, Auger acknowledges that the term is not without “etymological baggage”; the first example he provides is that of “a strong leaning toward conjecture”, as manifest in the OMG JETPACKS!!!1 genre of future-vision, which end up “playing to spectacle and technocentric dreams” rather than producing more grounded extrapolations (p12); avoiding these excesses makes it “possible to to craft the speculation into something more poignant […] tailored to the complex and subtle requirements of an identified audience” (ibid, emphases added).

Auger continues, defining the second bit of baggage in the negative: “[SD] is not only to encourage contemplation on the technological future, but can also provide a system for analysing, critiquing and re-thinking contemporary technology”; as such, the imagining of “near-future products and services” can “act as a form of cultural litmus paper” for sandboxing potential business propositions (p12). In addition, however—and of more interest to non-designers, perhaps—“alternate presents are design proposals that utilise contemporary technology but apply different ideologies or configurations to those currently directing product development” (ibid); this is related to alternate historical literature and the counterfactual, “but rather than focussing on asking ‘what if’ of historical events and imagining the effect on the here and now, it shifts the emphasis onto artefacts” (ibid; cf. that old Bruce Sterling riff about how design fiction “tells worlds rather than stories”.)

A methodology of speculative design

The rest of the paper is a sort of exploartory taxonomy of methodological strategies in SD, which Auger overviews with the governing principle of careful constraint of the speculation:

… if it strays too far into the future to present implausible concepts or alien technological habitats, the audience will not relate to the proposal, resulting in a lack of engagement or connection. In effect, a design speculation requires a bridge to exist between the audience’s perception of their world and the fictional element of the concept.

p12; emphasis added

Six such “bridging techniques” are explored; I’ve (Roman) numbered them for my convenience, and provided my own one-word labels (in parenthesis) to supplement Auger’s originals (in double-quotes), again for my own convenience in subsequent (re)use.

I—“the ecological approach” (Adaptation)

The designer must consider the environment and context in which speculative future products or services would exist; this could be a specific space such as the home or the office or a cultural or political situation based on current developments or trends.

p13

Auger uses the novel The War of the Worlds and the 2005 Spielberg movie thereof to discuss which presentation of the Martians seems “most likely”, concluding that Wells’s original depiction of them suffering from maladaption to the Earth’s environment is the more grounded speculation; he also discusses some classic Dunne & Raby works.

The concept of adaptation here informs the design process, delivering objects that display an existential logic (or not, in Wells’s case) in their intended environment. Any experience that challenges a preconception will at first appear odd, but here the detail and the finish of the [Dunne & Raby] artefacts, combined with the short explanations describing their functions and modes of interaction, entices the audience into exploring the concept further […] we could imagine living with these robots due to their compatibility with the domestic habitat.

p14

II—“the uncanny” (Provocation)

If a design proposal is too familiar it is easily assimilated into the normative progression of products and would pass unnoticed. However, proposals dealing with sensitive subjects such as sex or death can quite easily stray too far into provocative territory, resulting in revulsion or outright shock.

p14

Auger here mobilises the Freudian uncanny, the “paradoxical reaction humans have that invoke[s] a sense of familiarity whilst at the same time being foreign” (p14), and connects this to the social-psychology concept of cognitive dissonance; I would extend that connection to Suvin’s classic description of science fiction as the literature of cognitive estrangement.

Provocation is a tricky strategy to get right, however, as it is a direct tap on the emotions: horror books and movies can crank up the dial “to elicit maximum psychological effect; however, for a speculative design project a more careful approach is required.” (p15) Examples are provided.

III—“verisimilitude” (Deception/Hoaxiness)

… the term speculation can take the viewer too far away from the here and now, making the proposed design concept seem unreal or far-fetched. The problem lies in the range of possibility for a fiction—from simply impossible to bordering on reality.

[…]

But in the domains where [design] fictions ply their wares and meet their audiences, it is preferable for the concept to pass as real, described better perhaps as design factions; a form of verisimilitude where truths are blurred and disbelief is suspended.

p19-20; emphases in original

Here Auger mentions the Orson Welles radio play of The war of the Worlds, which adjusted the story to better fit with the cultural context of the time, to (famously, if somewhat overstated and in itself fictional) spectacular effect: “taking advantage of contemporary media, familiar settings and complex human desires or fears” (p20). Auger then compares SD to the usual delivery systems of science fictional material, whereby the contract with the audience is deliberately (if only implicitly) entered into.

Speculative designs, however, are played out in real life. the presence of the designed artefact in popular culture allows for the viewer to project its presence into his or her own life. Then they effectively become the protagonist in the story, playing out individual and informative roles. Their reactions become the true products of this form of design research.

p20; emphasis added

This section ends with an extended discussion of the highly-successful pioneering SD project, the Audio Tooth, which—despite being entirely speculative—blazed a trail through print and digital media reports in 2001 and 2002. This was achieved in part through the adoption of familiar product design and marketing language in the presentation materials: the narrative compensated for its implausibility my dressing itself up as plausibly as possible in every other regard. But Auger does not the hazards of the successfully hoaxy design: “A possible problem with this approach is that it allows for little control once a project is in the public domain and concepts can quickly mutate as facts become embellished.” (p21)

IV—“observational comedy” (Familiarity)

Auger here notes the stand-up comedy strategy of starting from a recognisable and relateable scenario (e.g. the grotty back seat of a family car)and building upon it to enable the introduction of an idea which would be preposterous if introduced immediately (e.g. seagulls following the car as it passes a landfill site).

By utilising the mundane, the familiar and the small, unnoticed details the designer can provide spectacular, even preposterous proposals with a tangible link to our contemporary sensibilities and understanding. It roots them in known contexts, limiting the need for complex explanations. The spectacular narratives that stem from the comedian’s effectively represent the designer’s technological future, made palatable through familiar elements.

p24

A related technique is to rely upon “stereotypical or commonly-held assumptions about a specific subject” to effectively skip over the need to explain the complex technological aspects, but this obviously requires a knowledge of the target audience and its understanding of the field in which the intervention is being made. (p26)

V—“alternate presents” (Alterity/Historicity)

Alternative presents are intended to question and critique contemporary use of technology in domestic and everyday habitats, so some conflict is helpful for attracting attention. However, for the proposal to have a less visceral impact, it is necessary for the audience to see beyond its conceptual oddness and understand the logic behind it.

p27

This can be achieved by leveraging a suitably poignant counterfactual history as a frame for the intervention:

… by choosing a topical and well-understood issue or theme in contemporary everyday life and finding a relevant or connected historical moment that could have a perceptible connection, the designer can develop a series of imaginary outcomes that instigate reflection on our current situation.

p28

The key here is the careful and considered selection of what sf theorists sometimes refer to as the “jonbar hinge“. While the themes of the counterfactual may be very broad, the successful engagement of such concepts lies in the fine details thereof (p29). The background, in other words, should be implied by the foreground as much as possible; this is a bit like the well-used (and not always useful) creative writing dictum “show, don’t tell”.

VI—“domestication”

The final strategy is based on the practice of selective breeding in horticulture and animal husbandry: forced evolution, in other words. It’s quite a specific technique, limited as it is to a narrow range of possible (organic) subjects, and it’s skipped over rather quickly here at the end of the paper (perhaps due to space restraints).

Conclusion

Auger’s project has been to explore, through these techniques and examples, “a more general attitude or approach towards the subject of speculation, specifically, how it must be managed and crafted to conect to a specific audience’s perception of the temporal world around them. Once established these perceptions can be stretched or manipulated in precise and informed ways.” (p31-2) The point about knowing the audience is particularly relevant, I think, and connects back to the hazards or the hoax gone rogue; speculative designs and other such fictions can escape their intended context quite easily, particularly if they’re made very well. This might be something to consider taking advantage of, though it comes with the hazard of blowback (and of a phenomenon of worldbuilding that I was discussing with Jay Springett earlier today, and I want to name here now in order to lay claim to it: “dark forks”).

Auger ends with a point about the (am)bivalence of the method which I think worth quoting in full:

[Speculative designs] can inspire an audience to think not only about what they do want for their future selves but also what they do not want.

p32

Amen to that. A good chewy paper, if a little hurried toward the end. Canonical, and well worth your time.

rocket from the crypto / two dead letters

Chairman Bruce appears to be repubbing longreads from the now defunct Beyond The Beyond blog. This is a weird experience for me—distinctly atemporal, to use the man’s own term—because I recall reading this stuff at the time. And so it’s familiar and just-like-yesterday, but also so alienated and impossibly historical… I mean, I can’t recall the last time I saw anyone so much as mention the New Aesthetic, but I certainly remember a time when it seemed like everyone was talking about it. (That feeling of atemporal synchronicity is being compounded, no doubt, by my having been going through some of my own published material from the same period over the last couple of weeks… with the added irony that said act of retrospection was to the end of writing a chapter about Sterling for an academic collection.)

TL;DR—middle-age is a headfuck. I kind of understand why my parents went so weird in their forties, now… though I’m not sure I yet forgive the particular direction in which they went weird. And they didn’t even have the internet!

Anyway, the essay in question is the Chairman’s response to the New Aesthetic panel at the 2012 SXSW, and the bit I’m clipping is less about the New Aesthetic than a side-swipe at AI that reads just as true (and just as likely to be ignored) today:

… this is the older generation’s crippling hangup with their alleged “thinking machines.” When computers first shoved their way into analog reality, they came surrounded by a host of poetic metaphors. Cybernetic devices were clearly much more than mere motors and engines, so they were anthropomorphized and described as having “thought,” “memory,” and nowadays “sight” and “hearing.” Those metaphors are deceptive. These are the mental chains of the old aesthetic, these are the iron bars of oppression we cannot see.

Modern creatives who want to work in good faith will have to fully disengage from the older generation’s mythos of phantoms, and masterfully grasp the genuine nature of their own creative tools and platforms. Otherwise, they will lack comprehension and command of what they are doing and creating, and they will remain reduced to the freak-show position of most twentieth century tech art. That’s what is at stake.

Computers don’t and can’t make sound aesthetic judgements. Robots lack cognition. They lack perception. They lack intelligence. They lack taste. They lack ethics. They just don’t have any. Tossing in more software and interactivity, so that they’re even jumpier and more apparently lively, that doesn’t help.

It’s not their fault. They are not moral actors and they are incapable of faults. It’s our fault for pretending otherwise, for fooling ourselves, for projecting our own qualities onto phenomena that we built, that are very interesting to us, but not at all like us. We can’t give them those qualities of ours, no matter how hard we try.

Pretending otherwise is like making Super Mario the best man at your wedding. No matter how much time you spend with dear old Super Mario, he is going to disappoint in that role you chose for him. You need to let Super Mario be super in the ways that Mario is actually more-or-less super. Those are plentiful. And getting more so. These are the parts that require attention, while the AI mythos must be let go.

AI is the original suitcase word; indeed, it’s a term that Minsky came up with to describe the way the goal of “AI” kept drifting, and coming up with the term and identifying the problem didn’t get him anywhere nearer to solving it. I was writing a report on AI last year in a freelance capacity (for a foundation in a location whose commitment to the Californian Ideology is in some ways even greater than that of California itself, despite—or perhaps because of—its considerable geographical, historical and sociopolitical distance from California), and tried to make this point, drawing on the tsunami of critiques of AI-as-concept and AI-as-business-practice that have emerged since then, both within the academy and without… but, well, yeah.

I guess we just have to conclude that the sort of person who decides to make Super Mario their best man is not the sort of person who’s going to take it well when you point out that Super Mario is a sprite… no one wants to be the first to concede the emperor is naked, particularly not when they’ve stripped off in order to join the parade. Nonetheless, given the residual enthusiasm for peddling that particular brand of Kool-Aid which still persists among the big global consultancies, the McKinseys and their ilk, there’s probably a few more years in business models offering “Super Mario solutions” before smarter, faster-moving players start focussing on practical applications without the pseudo-religious wrapper. Or, I dunno, maybe not? Seems like people will believe whatever the hell makes them feel like a winner these days, and the very unfalsifiable nebulousness of “AI” might make it all but bulletproof for that very reason. Every era has its snake-oils.

some kind of code for consumerism at its most insidious

I’ve got a little girl who’s seven, and she lives in a world that’s all potentially magic. Within her imagination, the possibility of supernatural things sits alongside school and real things. There’s no distinction. At the same time she’s kind of assaulted by magic. What she watches on TV, the magic there is some kind of code for consumerism at its most insidious. They deliberately confuse children’s appetites by mixing magic and stuff up. I sit with her and watch all of this, some of it I really like but some of it is evil. It’s how you approach magic.

There’s that classic line by [Arthur C. Clarke] who says, ‘any sufficiently advanced technology is indistinguishable from magic’. And Marx talks about how the commodity has these almost magical properties. We’re in awe of them because they appear to us as supernatural. It’s like this black box idea: you can’t access the thing, it’s just this mysterious slab. Kids are fascinated by them not just because you’re using them but because they look like amulets or something. They look magical.