Richard Sennett on Craftsmanship

22 August 2011

From this Guardian article, published around the release of The Craftsman (and because there were too many quotations to put in a Pinboard link):

…the ideal of fit-for-purpose can work against experiment in developing a tool or a skill; it should properly be seen as an achievement, a result. To arrive at that goal, the craftsman at work has instead to dwell in waste, following up dead ends. In technology, as in art, the probing craftsman does more than encounter problems; he or she creates them in order to know them. Improving one’s technique is never a routine, mechanical process.

To work is to develop one’s skill, if you like; “dwelling in waste” is part of the process of the craftsman.

Three abilities are the foundation of craftsmanship: to localise, to question and to open up. The first involves making a matter concrete; the second, reflecting on its qualities; the third, expanding its sense. The carpenter establishes the peculiar grain of a single piece of wood, looking for detail; turns the wood over and over, pondering how the pattern on the surface might reflect the structure hidden underneath; decides that the grain can be brought out if he or she uses a metal solvent rather than standard wood varnish.

Which all seemed very relevant, given Technology as a Material.

Technology As A Material

22 August 2011

The following is an essay for the newspaper distributed to participants of Edgelands, a one-day ‘flash conference’ on technology and the arts, held in Edinburgh on 21st August 2011.

Hannah asked me to write something about technology for the arts sector, and I chose a slightly different take on the notion of ‘Technology as a Material’. I’ve written about material exploration of data before. This piece was intended as a broader, more high-level exploration of the topic for creators in the arts.

Much of the thinking in here – although shaped by my own experiences – began during my time at Berg, and I specifically wanted to thank my former colleagues for their many investigations into “Immaterials” and their undeniable influence on this train of thought.


Video: Immaterials: The Ghost In The Field by Timo Arnall, Jack Schulze and Einar Sneve Martinussen.

To make art with technology, one does not use it as a tool; one must understand it as a material. Technology is not always a tool, an engineering substrate; it can be something to mould, to shape, to sculpt with.

Materials have desires, affordances, and textures; they have grains. We can work with that grain, understanding what the material wishes to be, wishes to do – or we can deliberately choose to work against it. We must understand that grain and make a deliberate choice.

Software is a material. A language like Processing is better at some tasks than others, faster at some things than others, easier to manipulate in certain directions and harder in others. It has a grain, and desires, that we must understand to work with it – that we learn through working with it.

A service like Twitter has an inherent pace, a vernacular language, limitations on its functionality. A project built with it needs to work within these givens to be suited to the medium.

Data is a material. To work with streams of live information, or data sources from an API, it to understand the fidelity of that information, the frequency of update, the relations to other data it affords or not. To work with it requires exploring the dataset, honing your demands of it to those it can meet.

Hardware is a material. As Anthony Dunne writes in Hertzian Tales: “All electronic products are hybrids of radiation and matter“. To build with electronics is to understand both that radiation and that matter. How fragile is the hardware? How can it be housed? Is the output from sensors like cameras or microphones accurate enough? And in the case of radio-based hardware, be it GPS, 3G, Bluetooth or RFID – what affects the field of that radio? Is it useful to the fidelity you require? Is it an appropriate solution for the installation? How does it even work?

In “Immaterials: The Ghost in the Field”, Timo Arnall, Jack Schulze and Einar Sneve Martinussen explore the spatial qualities of RFID through long-exposure photography and an LED probe. The end result is an actual understanding of the field of an RFID reader, not read on a datasheet, but gleaned through experimentation and exploration – all to better understand RFID as a material in its own right.

We understand materials not by reading about them, or assuming what they can do, but by exploring them, playing with them, sketching with them. Ideally, that sketching happens in the final material, but perhaps, like a sculptor sketching on paper, it happens in abstractions such as paper-prototyping. What matters is that you find a way. Sketching is not just about building towards a final work; it’s about building familiarity with a medium itself, working it into one’s practice.

As creators, we must feel our materials – even if we are not the ones using them in the end.

The sculpture analogy is again useful. For centuries, sculptors have worked with the aid of others in their studios and workshops, to produce large works. But despite drawing on the expertise of others, they must be skilled in their chosen mediums themselves.

Last year, I went to see an exhibition of sculptor Rachel Whiteread’s notebooks. In amongst the sketches and prototypes, there was a piece of circular graph paper with a line traced on it. This was part of the process of Monument, Whiteread’s resin, mirrored cast of the fourth plinth in Trafalgar square. It was a print-out from a machine used to test the resin Whiteread was using to cast the sculpture. There, inside her notebook, she had kept a proof of the material’s capacities: a commitment to understanding the material she’d be working with. If technology is a material, artists should treat it no differently.

A better understanding of materials leads to better usage of them. Poor execution cannot be written off with the excuse “oh, but it’s art“; the vernacular understanding of technology is now too sophisticated for that. To embrace an audience’s existing understanding of technology, we must meet their expectations: not being ugly, not being broken. Audiences expect polish, even in experimental work. And to understand that execution, we must become literate in our materials.

Alan Kay defined literacy as “the ability to both read and write in a medium“. I would agree – but I must also be honest: the barrier to becoming literate with technology is perhaps higher than for those materials you can feel in your bare hands.

It’s still lower than it ever has been, though. Compare the diversity and quality of tools aimed at the non-specialist, the designer, the creative to what was availably twenty, thirty years ago. It’s not just that technology has advanced: our abstractions have too. Thanks to prototyping and creative tools such as Max/MSP, OpenFrameworks, or Arduino, it is easier than ever to explore the creative applications of technology.

And, as throughout the arts, there is always value in collaboration. To make art with technology is to make art with technologists, and there are a great many people out there – if you look for them – sensitive to creative endeavours, skilled in technology, and eager to collaborate.

It’s imperative to work with technologists through the creative process: they are not just manufacturers, but collaborators. As a technologist, it’s important for me to observe the terrain I’m working in, to sit with others and see them at work, for them to see what my process looks like. It’s how we come to a shared understanding of one another, and of the work itself.

Technology is not something to be used cynically, to qualify for funding, or to add a veneer of supposed “innovation” to tired work. For art is a purpose, not an excuse. To make art with technology is to make art out of technology. Artists should consider it as a material like any other.

Walled Gardens and the Instrumented City

24 June 2011

Cities are full of public space; between the buildings – most of which are private, some of which are public – is space, most of which is public, some of which is private.

Some of that public space isn’t, really. It looks like it is – and part of the conditions of its existence are that it serves as a limited thoroughfare – but it’s very much a private space that you’re lucky to be allowed on, and which can be policed privately.

Nowhere is that more obvious than More London – a complex directly west of Tower Bridge, where City Hall resides, as does a variety of office buildings. It contains the obvious walking route along the river front; it’s designed as a very public space. But it isn’t at all: it’s private property, with its own rules.

Lock a bike to a lamp-post and this happens:

That lamp-post wasn’t yours to lock it to. This sort of thing both frustrating and confusing: why does this space, which looks like any other space, behave differently? How was one to know it wasn’t, technically, public? If you don’t see the little signs, you wouldn’t know. People walking freely, people eating their lunch in the open spaces: these are much greater signifiers for the urban citizen, and these all seem to fit a representation of “publicness”.

More and more of the city looks like this.

What happened with Tower Bridge on Twitter a few weeks back was a reminder that this is also true online. Twitter isn’t a public space like the domain name system is; it’s a private one, and you’re at the whim of its Terms of Service. I infringed its Terms (just), things got moved around.

So far, so walled-garden. We’ve seen things like this before.

But there’s a slightly larger, and more complex question raised here, and that’s the one I’m much more concerned about.

The frustrations that you see in the real city are coming to the instrumented city, and this highlights an interesting set of problems if you’re designing that instrumented city.

(What follows is not about my bot in specific; it’s about the state of existing terms of service around the web, and what they mean for any form of instrumentation and augmentation).

The idea that an object representing a structure itself in the first person isn’t allowed to describe itself is problematic; the idea that someone with the rights to a trademark has more claim to represent a structure, an edifice, than a stream of information that the structure itself produces is… troubling. (I’m not sure I can find the right word there just yet).

There’s something important about authorship and identity here, and the idea to suggest that the streams of information about a structure come from anywhere other than that structure itself feels backward.

(I would, of course have no problem if the trademark owner wished to produce that stream of information themselves).

The Transamerica Pyramid doesn’t have an account on Flickr so that people can pretend to be it, or pretend to upload photographs in its name. It has an account so that it can be pointed at in other photographs; it has an account so that it can be referenced just like a person. How do you enable something to serve that purpose if it doesn’t have the actual name of the building in question? The account isn’t impersonating the building; it is the building. Those photographs aren’t lying about having the Pyramid in them. (As it stands: the account on Flickr is called “The Pointy Building”, which is both non-infringing, but also a more accurate representation of what most people call the building anyway).

There are obvious issues that the Instrumented City, ultimately, will find ways around. Twitter – a short, written-language service – really isn’t the best format for instrumenting the city in the long run; it’s just what some of us are using for now. So I’m not worried about service-specific issues or any particular terms of service. I’m sure that the city of data will find more detailed, specified delivery formats for its information that building-owners will buy into, although I’d hope there’d still be an emphasis on the human-readability of such information.

For now, though, this is what we have, and these are the issues we have to work around, and they bear thinking about.

Reality is augmented when it feels different

19 June 2011

Kevin‘s talk from Momo Amsterdam a few weeks back. I know it’s been linked elsewhere, but really, it’s marvellous, and if you’ve ever used “AR” in a meeting or room – or even been in a meeting or room where it’s been mentioned – you need to sit down and watch this. It is a good 26 minutes of your time.

I, personally, am very bored of screens as magic windows, especially when they have to be held between the eye and the world; the Wii U video with the controller held up between eye and TV made me very sad.

Using screens liks this turns them into a kind of “reality gobo“. So much optical AR suggests it’s overlaying information on reality, and thus augmenting it – but really it sits between our senses and reality, getting in the way.

Optical AR, viewed through screens, derived from markers, or marker-less technologies, or through QR or barcodes or god knows what else, I think – I hope – will feel like a distraction, a false turn, in the years to come. And yet right now, it’s cropping up in more and more places in increasingly irrelevant implementations. And if I don’t care, why will a consumer? There are many wonderful ways to augment reality, many wonderful learnings to gain from new sensory input (be it seeing through satellites or feeling, at a distance, when a bridge opens). But this whole cameras, screens, and gobos thing? Tiring. Not to mention: computationally expensive for under-rewarding output.

And so: that talk felt like a solid distillation of a bunch of truths, backed with excellent examples and a lovely thread. Also, I always enjoy watching Kevin talk; he’s a coherent and thoughtful speaker.

As a footnote: I also liked Greg Smith’s astute take on the talk:

…the initial buzz was slightly misleading as it suggested that the presentation was an outright dismissal of AR. I don’t really think this was the case… My reading of the talk is that Slavin is extremely curious about augmenting reality—as praxis—and suggesting we (startups, developers and consumers) need to be considerably more thoughtful in our application/exploration of the emerging medium and consider how it might activate other senses – AR should not distill down to “an overlay for all seasons”.

I think the key takeaway point is in Slavin’s suggestion that “reality is augmented when it feels different, not looks different” – which basically echoes Marcel Duchamp’s (almost) century-old contempt for the ‘retinal bias’ of the art market. If AR development (thus far) is lacking imagination, perhaps the problem is that we’re very much tethering the medium to our antiquated VR pipe dreams and the web browser metaphor.

Where’s @towerbridge?

12 June 2011

I got an email today, a bit sad that the bot I made to comment on Tower Bridge’s state had disappeared.

I wasn’t aware it had disappeared.

So I checked Twitter, and sure enough: @towerbridge is now owned by an “official” account. They joined Twitter on the 18th May this year. I’m not going to comment on the quality or usefulness of the account to date.

What I am going to comment on: the bot has disappeared. All those tweets are gone, basically. So there’s no history any more of bridge lists. There’s no instrumentation of a part of the city. A little bit of the heartbeat of London – for me, and the nearly 4000 other people who followed the bot – has disappeared.

Now, I use an old email address that I check rarely for that account – but I’ve not been contacted once about this issue. The account has just been gazumped, and a little, talking part of the city has been killed.

I’m about to get in contact with Twitter the second I’ve posted this. I’m more than a little furious; after all, all the URLs that link to it are now incorrect, all the lifts, all the (puppet-mastered) banter is gone. Cool URLs don’t change, and these have just gone. And in their place: marketing.

I’ve never pretended to be an official account; I’ve never dissimulated; no-one from the exhibition has ever got in touch with me about the bot.

So, for the time being: this is why the bot has disappeared. I’m very, very cross, and perhaps a little upset; the robots are our friends, after all.

Possible Futures: The BirdsPad

07 June 2011

How long before Rovio enter the hardware market?

I’m serious. This is what Android was surely designed for: cheap, off-the-shelf, no-brand tablets, spruced up with a canny rebrand.

And what could be better than the inevitable $100-200 tablet, running Android 3.0 out of the box, and – even more crucially for the target audience – pre-installed with Angry Birds. One step further, maybe: Angry Birds Universe, the eternally updating, subscription-driven, physics-based puzzler.

The cherry on the top: by default, the device just boots into Angry Birds. What else were you going to use your tablet for? The whole Android universe is there, of course – it’s the extra-added-value – but it’s really just a footnote on throwing birds at pigs.

I’m not even sure that it wouldn’t fly off the shelves.

Take a deep breath; it might not happen. But given everywhere else Rovio are, it doesn’t feel like an extravagant extrapolation to move them into consumer electronics.

Waving at the Machines

21 May 2011

There was a line in this blogpost about what it’s like to QA Kinect games that really caught my eye.

The cameras themselves are also fidgety little bastards. You need enough room for them to work, and if another person walks in front of it, the camera could stop tracking the player. We had to move to a large, specially-built office with lots of open space to accommodate for the cameras, and these days I find myself unconsciously walking behind rather than in front of people so as not to obstruct some invisible field of view.

(my emphasis).

It sounds strange when you first read it: behavioural change to accommodate the invisible gaze of the machines, just in case there’s an invisible depth-camera you’re obstructing. And at the same time: the literacy to understand that there when a screen is in front of a person, there might also be an optical relationship connecting the two – and to break it would be rude.

The Sensor-Vernacular isn’t, I don’t think, just about the aesthetic of the “robot-readable world“; it’s also about the behaviours it inspires and leads to.

How does a robot-readable world change human behaviour?

It makes us dance around people, in case they’re engaged in a relationship with a depth-camera, for starters.

Look at all the other gestures and outwards statements that the sensor-vernacular has already lead to: numberplates in daft (and illegal) faces to confuse speed cameras; the growing understanding of RFID in the way we touch in and out of Oyster readers – wallets wafted above, handbags delicately dropped onto the reader; the politely averted gaze whilst we “check in” to the bar we’re in.

Where next for such behavioural shifts? How long before, rather than waving, or shaking hands, we greet each other with a calibration pose:

Calibration pose

Which may sound absurd, but consider a business meeting of the future:

I go to your office to meet you. I enter the boardroom, great you with the T-shaped pose: as well as saying hello to you, I’m saying hello to the various depth-cameras on the ceiling that’ll track me in 3D space. That lets me control my Powerpoint 2014 presentation on your computer/projector with motion and gesture controls. It probably also lets one of your corporate psychologists watch my body language as we discuss deals, watching for nerves, tension. It might also take a 3D recording of me to play back to colleagues unable to make the meeting. Your calibration pose isn’t strictly necessary for the machine – you’ve probably identified yourself to it before I arrive – so it just serves as formal politeness for me.

Why shouldn’t we wave at the machines? Some of the machines we’ll be waving at won’t really be machines – that telepresence robot may be mechanical, but it represents a colleague, a friend, a lover overseas. Of course you’d wave at it, smile at it, pat it as you leave the room.

If the robot-read world becomes part of the vernacular, then it’s going to affect behaviours and norms, as well as more visual components of aesthetics. That single line in the Kinect QA tester’s blogpost made me realise: it’s already arriving.

Hacking on making art: my talk from Culture Hack Day

05 February 2011

My lightning talk from Culture Hack Day is now online as a video.

The lightning talks were meant to offer a provocation to the audience. I chose to point at the value of technology in creating art and cultural artefacts. Hack days are so often focused on repurposing and remixing; I think that hacking on culture should, in part, be about creating it as well.

What followed is an eight-minute whistle-stop tour through some art that interests and excites me, and a consideration of how technology might be used within that sort of work. I rather enjoyed this: nice to think outside some of my usual boxes, and focus on some more personal interests.

Broken because they were toys, and vice versa.

10 October 2010

Dylan is six or seven, and frustrated that his toys don’t live up to their promise:

If the Etch A Sketch and the Spirograph had really worked they would probably be machines, not toys, they would be part of the way the adult universe operated, and be mounted onto the instrument panels of cars or worn on the belts of policemen. Dylan understood and accepted this. These things were broken because they were toys, and vice versa. They required his pity and patience, like retarded children who’d been entrusted to his care.

Jonathan Lethem – The Fortress of Solitude.

I’m enjoy the book a lot, but that paragraph leapt out at me early on and has been dog-eared since.

Margaret talks a lot about one possible pillar of good game design being “how is this interestingly hard?” I described this to her, and she suggested that what distinguished many (but not all) toys as toys were being things that were interestingly shit.

Of course, not all toys are; many of the very best are just genuinely interesting. I immediately leap to Lego to answer that one. But broken-in-interesting-ways allows for subversion and exploration; enjoying it not despite, but because of brokenness. Difficult-in-interesting-ways allows for mastery. Both are interesting, and worth pursuing.

And yet: reading Dylan’s disappointment, as he realises the Spirograph is just not as tolerant a device as the cover of the box suggests, I felt that same feeling in my gut; the same feeling I felt at six or seven, realised all my efforts with my Etch A Sketch were doomed to being rubbish. Interesting, but broken.

What’s a media inventor?

22 June 2010

Robin Sloan drops some smart science:

Also: what’s a media inventor, anyway? Here’s my (totally made-up) definition: It’s somebody primarily interested in content who also experiments with new technology, new processes, and new formats. Allen Lane was a media inventor. Early bloggers were media inventors. Right now, the indie video game scene is full of media inventors.

Fundamentally, I think, a media inventor is someone who isn’t satisfied with the suite of formats that have been handed down to him by his culture (and economy). Novel, novella, short story; album, EP, single; RPG, RTS, FPS — a media inventor doesn’t like those choices. It turns out a media inventor feels compelled to make the content and the container.