31
December
2011
24
October
2011
23
October
2011

Links

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  • "Software development is not pure coding, engineering, architecture, management, or design. It is cross-disciplinary. Better yet, it is its own discipline. It is more akin to making a movie than to building automobiles on an assembly line. The studio revolves around talent. Great software talent means renaissance developers who have passion, creativity, discipline, domain knowledge, and user empathy. These traits are backed by architecture, design, and by technical know-how that spans just knowing the technology flavor of the day. Process is the studio; it has structure but is flexible enough to optimize talent and tools." This post is as dogmatic as what it rails against, but it's good at finding flaws in dogma and then pushing towards a more sympathetic view. And this paragraph is the best bit.
23
October
2011

Why on earth would you do otherwise?

I was all ready to get really worked up about this post from Wieden + Kennedy, on “why we’re not hiring creative technologists any more; we’re hiring coders”.

Then I went and read it, and basically agreed with it all very fundamentally. In a nutshell: it’s not resisting the name, or the approach; it’s resisting the idea that it’s something you can pick up quickly on a course to teach you to become one. Which is, like so many similar things, nonsense; I hadn’t realised we’d hit that point on the sliding scale. When Igor says

“Only hire people to work at the crossover of creative and technology if they have strong, practical, current coding skills.”

I say: of course; why would you do otherwise? I thought that’s what that job title meant. I seriously didn’t realise that was happening, and I’m very concerned it does. This is worth taking very seriously: if you want people to think through software, they need to be able to make that software. Not wave their hands around and have ideas about technology. We think with our hands, be we artists, designers, developers, or writers. Having another layer of people to “have ideas” is not what you need. Ideas are free.

I still use that particular title to describe myself a lot, simply because I’m not best at being your average Joe Developer. I can; I have been; it’s just not my sweet spot. I’ve made reasonable scale projects that work well; I understand how to go from a fragile prototype and turn it into solid reality, and what making things work under load looks like: and yet the bit I’m good at, the bit I care about, is the going-from-nothing-to-something-working. How will you know what a thing is until you’ve held it in your hand? How fast can you change it as you learn from it? When’s it best to step away from vim and go back to pen and paper? That’s me.

So: I totally agree with Igor about the fact that whatever you call that role, it has to have solid, actual coding chops. Not a smattering of Processing here and some weak PHP there: actual, full-on, end-to-end skills. Code that’s live in the world.

But: the most interesting thing in the article wasn’t even the stuff about Creative Technology. It was about what it means to be an agency – or, being honest, a company – that wants to engage with technology through staff members like these.

While you don’t need to become an engineering company, you face some of their challenges. You need to understand, accept and embrace some of the nuts and bolts of software development, and take on board the work dedicated shops are doing on its processes. You need such a strong streak of code running through the atmosphere that coders want to come to you, and everyone else gets code spilling over them.

This is so true. You can’t just slap technologists or developers into a company to become a technology company. Technology has its own heartbeat, its own demands. You have to begin to wrestle with the processes of an engineering company, of an attitude that leads to better work. You have to learn how it’s going to shape your culture – by which I mean, how you want it to. You get to choose; you get to control these things. It will change it, that’s for certain, but you get to hae some control over it. And similarly: you have to resist it just enough to stop becoming nothing but a software house; to retain the “creative” streak you were trying to hang onto when you started hiring for that job title.

The article it ends in this nugget:

this is hard, and it’ll take time. It’s not just procedural, but cultural, so a big part of doing it comes down to who you hire and how you let them do their thing. But that’s exactly the point. That’s why it’s most important, way before you get all that fixed, and as the first major step on that road: just don’t hire “creative technologists” who aren’t strong coders.

Yep. That’s his real point: the headline is attention-grabbing, but here’s the meat, and the most important line here is this is hard and it’ll take time.

It’s a cracking post. It’s all true. I’m going to stick to my guns and say I’m a technologist, of some kind: what I am best at is not one thing, but a mish-mash of things, and I’m better for the diversity of them. But I’ll also stick my head up and say yes, at the end of the day, if you want the Whole Thing Just Made: I will do that. I can do that. That’s why I get to use the T-word.

My only other advice for filling these positions: you don’t just need people who can do these things; you need people who can’t not do these things. Their instinct when faced with problems ought to be “let’s see what works; let’s check the assumptions we’re making are true by Just Doing It.” It’s not about jumping the gun: it’s recognising when you need to feel something, rather than guess something. And you don’t want to have to train that: you want people who just have to know for themselves.

So yeah, if you’re in one of those places that isn’t a software company, but you increasingly need to be a software company because, as Igor says, we have to be – that’s what the modern world now looks like – then it’s a really, really sharp piece of writing. I went in sceptical, but really: it was telling me what I already believed, and confirming it, and that’s a good thing, because it’s a message that needs to be written, not just assumed we all know. Good stuff.

22
August
2011

design

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Technology As A Material

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.

30
July
2011

Links

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25
July
2011

Links

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  • "I was serious. I presented the pirates with a choice. A one-time, limited offer that was only good right there and then. They could either click the “No thanks, I’d rather just keep pirating this software button” or they could be taken directly to my store’s checkout page along with a hefty discount." A thoughtful post on dealing with piracy – and some lovely examples of copywriting to boot.
  • "His base is too good, and I don’t have the choke. He proceeds to take a more dominant position, scores points, and my body is burning from the effort. The choke he applies toward the end of the match is almost a formality, since I’m far too tired to do much more than hang on. Second place. Second place because I’m learning the triangle choke, not learning Jiu Jitsu. Chipp never wins tournaments." A fantastic piece of writing, about beat-em-ups and combat sports, and the mindset you get into as you play both. I'm not a combat sports man, but it nails some of the inside of your brain when you've played a lot of beat-em-ups, for sure.
  • "But to my eye, GIF is the most popular animation and short film format that's ever existed. It works on smartphones in millions of people's pockets, on giant displays in museums, in web browsers on a newspaper website. It finds liberation in constraints, in the same way that fewer characters in our tweets and texts freed us to communicate more liberally with one another. And it invites participation, in a medium that's both fun and accessible, as the pop music of moving images, giving us animations that are totally disposable and completely timeless."
  • "My wife and I talk about this. We talk about the protocol of the fertility clinic. We talk about her support group, and failure to produce. We talk about adoption, which is expensive and ambiguous. We talk about giving up on the process and living our lives without the ghosts of unconceived children (the most adorable ghosts there are). We talk, and talk, and wait." Powerful, sad, brave writing from Paul Ford. Sometimes, you wish things were nice for the good people in the world.
  • "I needed to get up to speed with doing recursive node structures so I coded up a project that would put a dot on the screen. When you tapped this dot, it would create a bunch of orbiting child-dots. These children could also be tapped, creating even more child nodes. This prototype took less than a day to create and I naively thought we would be done with the whole thing in a week, max. Silly me."

    Marvellous, dense post from Robert on designing Planetary: lots of show-everything, material exploration, and plussing. What detail looks like.

  • "Years later, when recounting his conversations with Beckett (which he did often), André the Giant revealed that they rarely talked about anything besides cricket."
  • "In this scenario one sunny day you're working on low-level NoSQL projects at the Gootch or wherever, and you get an email from Facebook and you go for the interview and Zuckerberg is talking about scaling PHP and suddenly pauses, gets this look in his eye, pulls his hoodie over his head and says “You have sixty seconds. You should be running.” Because engineers, as we are often reminded, are the ultimate prey."
  • "A problem with the human mind – your human mind – is that it's a horrific kludge that will fail when you most need it not to. The Ugh Field failure mode is one of those really annoying failures. The idea is simple: if a person receives constant negative conditioning via unhappy thoughts whenever their mind goes into a certain zone of thought, they will begin to develop a psychological flinch mechanism around the thought. The "Unhappy Thing" – the source of negative thoughts – is typically some part of your model of the world that relates to bad things being likely to happen to you."
  • "Designers get handed a tool kit that has as many tools as a good swiss army knife, and the maps reflect these tools. Millions of people use them to make appointments across town, find restaurants, and drive home for the holidays.

    But what if, instead of a swiss army knife, we used a box of crayons? Or charcoal and newsprint? Or play-doh? What would those maps look like? What could they tell us about the world?"

  • "One thing that I learned during the launch of the original Macintosh in 1984 was that the press usually oversimplifies everything, and it can't deal with the reality that there are many people playing critical roles on significant projects. A few people always get too much credit, while most people get too little, that's just the way it has always worked. But luckily, it's 2011 and I can use the service that I helped to create to clarify things." This is Good And Proper. (Also it's good management).
  • How ads used to be made. Some beautiful photographs here.
  • Useful notes on the modern way of deploying Rails applications with Bundler and Capistrano.
  • '"The expectation is slightly weird here, that you can do this stuff without killing yourself," added McNamara. "Well, you can't, whether it's in London or New York or wherever; you're competing against the best people in the world at what they do, and you just have to be prepared to do what you have to do to compete against those people."'

    This is what McNamara considers responding to controversy. I'm furious that men like this are allowed to manage other human beings.

  • "This is an atlas, then, made by that other nature, seen through other eyes. But those eyes have been following me, unseen and without permission, and thus I consider provoking breach a necessary act." This is good.
  • "csvkit is a library of utilities for working with CSV, the king of tabular file formats." Ooh.
  • "Synapse is an app for Mac and Windows that allows you to easily use your Kinect to control Ableton Live, Quartz Composer, Max/MSP, and any other application that can receive OSC events. It sends joint positions and hit events via OSC, and also sends the depth image into Quartz Composer. In a way, this allows you to use your whole body as an instrument." Oooh. OSC into anything; really nice, dead simple, and exactly the sort of thing I've been considering poking.
06
April
2011
  • "Command line work isn't a separate task that should live on its own—it's an integrated part of your natural workflow. DTerm provides a context-sensitive command line that makes it fast and easy to run commands on the files you're working with and then use the results of those commands." This looks great. Will report back on it.
  • "This is where I write about social & political stuff, mostly relating to sex. Yes, there's going to be a book. As an ex-sex worker, you can imagine what my bias is. Nevertheless, I am also a scientist, so will do my best to present the evidence base for each post." Brooke's new blog. This looks like it could be good.

Links & notes for this month

Endnotes