Category Archive: The Future

Designed in Detroit by General Motors

December 13th, 2008

designed_in_detroit.jpg

I am a 37-year-old user experience designer, and I don’t have a driver’s license. I don’t even know how to drive a car. I moved to New York City when I was 18 and I just never really needed to learn.

Moreover, I don’t even find automobiles all that interesting or seductive, at least not the ones I see on the streets today. They’re certainly not, as they were a half-century ago, a glimpse into some hopeful and mind-boggling future. Rather, to me, the automobile is a symbol of a bygone era of American industry, culture, and lifestyle.

Because of my obvious dispassion for car culture, I think I can offer an unconventional and hopefully useful perspective on the struggling American auto industry.

I mean, everybody else seems to have a theory about how to save Detroit. And I’ll admit that I find myself reluctantly sympathetic with those who are calling for a radical, technology- based transformation of the business. Whether admonishing the industry to “Stop Building Cars“, encouraging a conversion to a design-based auto industry (some flat out asking “What if Steve Jobs ran GM?“), scolding the automakers while debating bailing them out (it’s amusing to hear Senator Richard Shelby chiding the automakers for their lack of “inn-o-vation” in his Alabama drawl), or Andy Grove pushing Intel to invest in critical battery research for electric cars, it’s clear that many people think the American auto industry’s ultimate salvation will be in cutting-edge technology and design.

I find myself frequently nodding my head at these suggestions. The tech geek in me agrees that there is something the tech business is doing right that the auto business is doing wrong.

What is it? Well, it’s two things.

bulgemobile_410.jpg

The ‘58 Bulgemobile Catalog, from Bruce McCall’s Zany Afternoons.

Design

The first problem, what everyone focuses on, is the product itself. The design. The whole “car experience”, which really hasn’t changed much in decades. AFAIK, the only truly important developments in the last 25 years have been hybrids and GPS.

And from the industry’s perspective the most significant and successful design innovation has, ironically, also been the instrument of its recent decline: the outrageous and gluttonous giganticness of SUVs (which really isn’t all that innovative when you consider the gigantism rampant in automotive design of the 1950s).

It all seems so dead to me. My desire to learn to drive — to the extent that it exists at all — feels on an emotional level similar to my desire to smoke a cigarette, own a beeper, rent a videotape at Blockbuster, or sign up for 600 free minutes of AOL. Which is to say that the whole idea (of driving!) seems silly and old fashioned and lame.

It’s easy for me to imagine a hundred ways that cars could be better — from energy efficiency to user experience to aesthetics, or even fundamentally rethinking the infrastructure of highways and roads and parking. Plenty of other people are also describing Detroit’s many design and technology shortcomings elsewhere. If it were not for the fact that the auto industry is still an integral part of my country’s economy and the livelihood of millions of Americans, and if the auto business hadn’t in previous generations worked at technology’s bleeding edge, I’d be completely apathetic about the whole question of automotive user experience design.

Unlike many of my peers (most of whom drive, of course), I can barely muster up enough interest in the fate of the auto industry to bother to speculate about the details of how cars might be improved from a design perspective. It’s like trying to get excited about designing a new kind of whaling harpoon or devising a new kind of portable CD player. I mean, who cares? What good will it do?

But that is precisely the problem: How can we expect innovation from Detroit when creative and technology workers like myself have no desire to lift a finger to help the automotive business? And forget about me, middle-aged and settled in my web career: Why should a 22-year-old technology or design whiz kid want to build cars when they could be working with far cooler, more exciting, and less environmentally-damaging technologies?

Designers

Don’t get me wrong: Plenty of extraordinarily talented and inventive people work in the auto industry. But it’s just not at the same level as the excitement and innovation we see in design on the web, on our mobile phones, and on our desktops. It doesn’t resonate with the public imagination.

I ask myself this question: “Would I want to work there?” Or one of my friends and colleagues? A talented young software engineer? A recent design-school graduate? As a future-thinking knowledge worker, someone like me should be strongly tempted to work for an auto company.

The biggest problem is not that the auto companies are making products consumers don’t want — people will continue to buy cars and muddle through the lackluster design and user experiences, the outrageous fuel costs, the physical danger, and the unconscionable pollution. No, the real, long-term problem with Detroit is that the automakers are just not the kind of companies the next generation of innovators will want to work for.

I don’t know the answer to this, particularly from a public policy perspective, but it’s important that we all frame the real question correctly. It’s not about the design, it’s about the designers. It’s about the workers.

(NOTE: I hate to seem sympathetic with the techno-futurist camp. There’s something terribly elitist about scolding Detroit for not being like Silicon Valley. It’s unforgivably crass to suggest that we just let the automakers precipitously fail and let their workers drift into unemployment and poverty. There is knowledge and talent in the industry today, know-how that needs to be used to make the new auto industry even better. A sudden lurch into industrial calamity, with an eventual triumphant rebirth in California garages, sounds like an idealistic and romantic story. But it’s not so romantic to the hundreds of thousands of people without a paycheck. The solution needs to be driven by practical needs, not dramatic storylines.)

Talking about Sketching about Interacting

November 11th, 2008

dotdotdot-logo.gif

If you’re in NYC this Thursday, you should come to see From Sketching to Experience, the first of Liz Danzico’s Dot Dot Dot series of small, informal (and free) lectures. These lectures are the ramp-up to SVA’s new MFA in Interaction Design program. I’ll be one of the speakers this Thursday, and am also going to be on the SVA faculty as well when the program starts in 2009.

This lecture should be fun — four speakers from different backgrounds in a short-and-sweet presentation format. Please join us!

From the official site:

Crossword constructors sketch in pencil before ever laying a grid down, filmmakers rely on storyboards before ever picking up a camera, and cartoonists go pane by pane before designing a strip. Before interaction designers go high fidelity, sketches provide the method by which they communicate process, flow, layout — and importantly, story. Learn from four practitioners of divergent backgrounds how they practice sketching to get to their final product.

Speakers
Join us for the first lecture to hear from:

Details
Thursday, November 13
6-8PM (RSVP)
White Rabbit
145 E Houston Street (View Map)
New York

Vote: The Machinery of Democracy

November 3rd, 2008

vote_machinery_660.jpg

This is a website Behavior made for the Smithsonian’s American Museum of National History during the 2004 Presidential election campaign. It is the web companion for Vote: The Machinery of Democracy, an exhibition of artifacts from America’s long and colorful history of voting technologies.

It was a fascinating physical exhibition. And I’m still proud of our interactive exhibition, too (both the Flash and HTML versions). It’s just as relevant today as it was four years ago in our first post-chad Presidential election (although the interactive map is a little out of date by now — to see a more up-to-date but less-detailed view of how voting technologies are distributed today, use the SciFi Channel’s new map from their surprisingly-good coverage of this topic).

As tomorrow’s historic election approaches, and many Americans will find this year’s voting user experience to be different than what they might be used to, I think it’s helpful to reflect upon the long and complex political and technological paths that got us here. For some colorful tales from yesteryear, see this New Yorker article from just last week. And it’s probably a good idea to learn where we are today: this New York Times article from January 2008 is a great place to start.

The Politics of User Experience

I just want to add one more thing, speaking as a user experience design professional:

It is a profound embarrassment to our profession that touch-screen voting exists at all in our country. It is an inferior system in every thinkable way, including — right up there with reliability, security, and cost — pure empirical usability. User experience experts should be up in arms over the very existence of these machines. Except perhaps for assisting with certain special needs voters, there is no excuse for a state government to have purchased these machines except for either old-fashioned corruption or a sad, abject gullibility for slick marketing presentations by election machine company salespeople. We Americans who call ourselves usability advocates should make it a goal to rid the USA of these machines by the 2012 elections. Who’s with me?

Designing for One User (Bespoke User Interfaces)

October 26th, 2008

bespoke_scissors.jpg

What if someone paid you thousands of dollars to design a user interface or an application for just one person?

Most design work is done for audiences: whether designing mass market products or niche objects of desire, we seldom have a single, real person in mind when we work. We think of audiences as groups of people with diverse needs and expectations. Even highly specialized equipment like NASA space suits are designed to fit a range of individual needs.

In the world of design very few endeavors revolve around a single person. Interior design and architecture are exceptions that come to mind, where often the final product is a private space for an individual, such as an office or a bedroom. And fashion design, too, where tailored suits and “bespoke” garments can still be custom-commissioned as an expensive alternative to the standard prêt-à-porter options we find on department store racks in sizes S, M, and L.

But very few other design practices, from graphic design to industrial design, ever require such a narrow focus. This is especially true for user interface design.

Perhaps, however, this is changing. Perhaps a new sort of interaction design client is emerging, users who desire and are willing to pay for bespoke user interfaces, interactive products designed for the exclusive use of one person.

John King and his “magic wall” at CNN is the de facto case study of the bespoke user interface. As any political buff knows, CNN has been flying high in the ratings for election-specific coverage, no doubt due in part to King’s compelling and dazzling maps. It’s hard to watch more than a few minutes of CNN’s prime time election coverage without seeing John King zooming in and out of the map, manipulating voting projections and simulating election outcomes, all with a few swipes of his fingers.

The magic wall emerged in the beginning of the 2008 primary season. Built by Jeff Han’s Perceptive Pixel, the magic wall has over the past 10 months introduced dozens of new features, allowing King to do more and more complex simulations, present deeper examinations of polling numbers, and reference encyclopedic historical data going back many decades.

And every time a new feature is introduced, King is already a master of it. Rarely does he tap the wrong state or switch to the wrong page. The map was made for King, and clearly he “trains” on it for each new feature. Now that’s user-centered design!

Extending the User Base

Actually, there is a second user. Last week Perceptive Pixel created a “remixed” version of King’s magic wall for Saturday Night Live’s Fred Armisen. The results: pure comic genius.

I should point out, however, that there are several kinds of bespoke design philosophies even among designers who design for larger audiences. For one thing, user personas permit designers to envision their target audience more narrowly, to view the user experience challenges on an individual basis rather than imagining their design being used by an amorphous faceless demographic group.

But there’s another kind of bespoke design approach.

The One True User

There is a single user that we all design for all the time. Some of us try hard to avoid talking about or even thinking about this user. Others, however, openly admit or even embrace discussions of how important this user’s opinions are.

I am speaking, of course, about “designing for yourself”.

Sun’s Tim Bray recently wrote:

Everything I’ve done over the years that’s worked out well—software, standards, writing—everything, without exception, was something I did for myself. I’ve done the other thing too: built things based on guesses about what people out there might want or need. Never worked, not once.

John Gruber (who provided the link above) agrees:

The most successful thing I’ve ever made is Markdown, and the one and only user I had in mind for it was me.

Jason Fried, too:

Designing for ourselves first yields better initial results because it lets us design what we know. It lets us assess quality quickly and directly, instead of by proxy. And it lets us fall in love with our products and feel passionate about what we make. There’s simply no substitute for that.

We’re like chefs. We make food that we think tastes good and that we believe in. We make it for customers who have the same sensibilities that we do. It might not be for everyone. That’s ok. But for people who think the way we do, and appreciate the things we appreciate, it’s perfect.

And if enough customers tell us our food is too salty or too hot, we may adjust the salt and the heat. But if some customers tell us to add bananas to our lasagna, we’re not going to make them happy at the expense of ruining the dish for everyone else. That doesn’t make us selfish. We’re just looking out for the greater good.

I find both perspectives rewarding: When designing for a client whose users are pretty different from me, I firmly believe that user research helps us design for the user-who-is-not-me. On the other hand, when designing for those users who are like me I definitely have a lot to bring to the table. What’s more, I would argue that the best interaction designers possess a great deal of self-knowledge about how they behave, react, and feel during user experiences, self-knowledge that improves their design abilities.

Put it this way: it’s better to have a designer with deep self-awareness and no end-user knowledge than a designer with no self-awareness and mountains of user research.

The two approaches can and of course should co-exist in any healthy project. It is, in fact, inevitable: No matter how much user research you do, there will be thousands of little design decisions for which you have no user to reference but yourself.

In the future, I can see bespoke user interfaces happening more and more. Wealthy executives will want personalized “dashboards” for their desktops. Presenters seeking dynamic displays for board meetings and public speaking. As design tools become simpler and more cost effective, this might be financially reasonable for reasonably successful individuals in business and in their personal environments.

It’s Already Happening

Finally, I thought I’d throw in this little case study on bespoke user interfaces.

You don’t have to be a celebrity to have a customized user interface built for you. Back when Behavior first started, we worked on a project for a successful former colleague who was spending some of his dot-com spoils on a new house. Part of his domestic vision was a home automation system — a system of touchscreens installed throughout the house to control the temperature, the lighting, and the audio on a room by room basis. A “smart home”, if you will.

Because our client was a designer himself, he found the out-of-the-box interface design for his new home automation system appalling to his good taste. Like many remote control devices, it was a manifest usability atrocity. But it was also a graphic design nightmare: beveled faux-marble textures, Times New Roman everywhere, and those ancient Windows 3.1 green check and red X icons we still occasionally see on shareware apps.

home_automation_casestudy_320.jpg

So he hired Behavior to redesign the UI, just for his house. We researched the technology behind the system, and working with the installation team we provided a new set of stylish screen assets that could replace the ugly default set. It wasn’t a huge job in time or dollars, but the results were, for him, profound: If you’ve can afford it, why not spend some of those interior decor dollars on a domestic user experience you are likely to use many times a day?

In fact, we’ve done a few other similar jobs. We did an animated (though linear) Flash presentation for a single P. Diddy press conference. We’ve done interactive Flash presentations for executives at IAC and Allen and Company to present data in a compelling way to management and investor meetings. In short, there already is a market for this kind of work.

I’ll put up screenshots if I can dig them up. They’re here!

Idea: Video “Mix Tapes”

October 25th, 2008

We love sending video clips to each other. Links to YouTube videos of cute animals, spectacular accidents, inspiring speeches, nostalgic memories, and music videos fly back and forth through our email inboxes all day long. We gather around each others desks and call family members to our laptops to spend a few minutes watching a cool clip we just found.

It occurred to me that finding and sharing these videos is, or can be, an art form: creating curated mixes of many shorter video clips is, to me, analogous to the existing form of the DJ mix tape (or, in today’s digital terms, a playlist).

In fact, I love making mix tapes. And mix CDs. Making video mixes would be a natural fit for me.

I have friends who are video artists, combining original video work with found-video editing and collecting techniques. Some even use the term “VJ” to describe the curation and mixing of the videos together, more in the Christian Marclay or DJ Shadow sense than in the MTV sense.

Before digital video became as easy as it is today, and before YouTube made finding millions of source videos possible to anyone with a web browser, creating curating video mixes was solely the purview of these dedicated video artists, who had both expensive video editing equipment and mountains of space-consuming video tapes that they’d painstakingly collected over many years.

But now that the web has rendered both of those constraints moot, I’m surprised that I’ve not seen an easy way for web users to grab a bunch of video clips and create a single sharable curated playlist out of them. Sure you could download videos and use a desktop editor to string them together into a new piece (and, in fact, I’d love to see this sort of art form emerge, too), but a more democratic and reasonable way to do this would be for YouTube to allow users to create mixes on their own.

You would begin by filling out a form with a string of interesting video URLs. Click submit, and then YouTube collects those videos into a single page and a single video player, perhaps with credits or annotations appearing in a subtitle form between the clips. You could then send this new video mix as a single URL to your friends.

So here’s my first mix, minus the single unified player part. Ideally there would be single video player here, and all I would have done to create it was enter these six URLs into a form. For now, just play them one at a time, scrolling down the screen.

1x40.gif
1x40.gif
1x40.gif
1x40.gif
1x40.gif
1x40.gif
1x40.gifThis space intentionally left blank!
1x40.gif
1x40.gif
1x40.gif
1x40.gif
1x40.gif
1x40.gif
1x40.gif
1x40.gif

Design Thinking Out Of The Box

October 6th, 2008

Saturday’s New York Times (in the Business section, of course) had an interesting article about “design thinking”. For starters, it included by far the clearest summary of what design thinking is that I’ve ever read, including from all the design thinking leaders:

While definitions vary, design thinking usually involves a period of field research — usually close observation of people — to generate inspiration and a better understanding of what is needed, followed by open, nonjudgmental generation of ideas. After a brief analysis, a number of the more promising ideas are combined and expanded to go into “rapid prototyping,” which can vary from a simple drawing or text description to a three-dimensional mock-up. Feedback on the prototypes helps hone the ideas so that a select few can be used.

The Times article also quotes IDEO’s CEO Tim Brown:

“Design thinking is inherently about creating new choices, about divergence… Most business processes are about making choices from a set of existing alternatives. Clearly, if all your competition is doing the same, then differentiation is tough.”

They hype around design thinking has been a little troublesome to many practicing designers, myself included. As I’ve said before, to me design thinking is intended to steer “business thinkers” in a new direction, opening their minds to new idea generation processes — a way of thinking and working that most designers are already intimately familiar with (so much so that most practicing designers find it almost impossible to understand what the heck “design thinking” means, kind of like explaining “wetness” to a fish).

But the Times article focuses on one aspect of design thinking that I am glad to hear: that the idea of design as merely a marketing tool needs to be retired.

The headline makes this clear: “Design Is More Than Packaging”. It’s conceptually in synch with my recent blog post, “Don’t Design the Box“, in which I argue that a design process that begins with trying to seduce the customer with the product’s superficial packaging — rather than seducing the customer with the actual product and the actual user experience — is increasingly going to be doomed to fail in a Web 2.0, customer-driven, design-centric marketplace.

In fact, this concept was also a key point of my recent “Seduction of the Interface” talks. In the talk I discuss how the traditional business structure (in which product design, development, marketing, and sales are all separate disciplines) needs to break down. For new digitally-distributed products, there is often no difference between the product’s user experience design, the product’s underlying engineering, the product’s marketing and advertising, and the “store” the product is sold from. All of these can, and increasingly should, be wrapped up into a single, holistic user experience.

In this new business model, design plays a key role in every aspect of the process — there are no walls between design, development, marketing, and sales. And even within design itself, there is no wall between product design and packaging design.

I’m Delighted to Tweet You!

September 7th, 2008

follow_bucky.jpg

There are about a dozen people I follow on Twitter whom I’ve never actually met (or whom I’ve met only briefly) but who after months of exchanging tweets I can honestly call good friends.

In other words, we have formed our friendships completely on Twitter, from scratch. This is probably happening to a lot of people, too. Maybe even you (if you use Twitter).

You might follow someone you don’t really know for any number of reasons: You may have seen the person’s name in another friend’s tweet and thought that they sound interesting. You may want to follow a well-known peer. You may have met someone in passing in real life and wished you could hang out more with them, so you search for them on Twitter. You may look at other people’s follow lists and decide that whoever they follow you should follow.

A mutual friend may even make an introduction by simply suggesting “you should follow @johndoe” — which is kind of like saying “you should meet John Doe” except that, because Twitter is basically one-way, the other person isn’t obliged to acknowledge or participate in any formal introduction.

It’s a kind of passive introduction network, where by “following” someone and monitoring their lives (and their conversations with other tweeple) you can get to know them fairly well before actually engaging them in @name public conversations, and eventually in d name direct message conversations.

This probably happens on other social networks, too (for example on Facebook’s walls where you can peek into the conversations of other users and find people you would like to meet), but because most social networks require mutual approval of friendship links, the friend-making dynamic is fraught with a far more emotional and social complexity. Twitter’s fundamental one-way nature lightens the emotional load of making new friends in ways that most other networks just can’t do.

Exploring the Alternate Twitterverse

September 4th, 2008

madmengrid.jpg

Using some clever detective work (about which I will say little except that Google was really all I needed), I think I’ve uncovered the master plan behind the Mad Men Alternate Twitterverse that I’ve been enjoying lately.

I could be wrong, but here’s my theory of how this all works:

First, there are a large number of participants in this operation — not a single, lone writer playing many different roles as many suspect. These people are writers, advertising professionals, bloggers, performers, and marketers. Basically clever people.

And few, if any, of them work for AMC. I suspect some mastermind (Deep Focus, it seems) was hired by AMC to manage this campaign. They subcontracted the work to a dozen or more Twitter “actors”, each playing a character from the show or from history. Some actors may be playing more than one role, but I suspect that most actors are assigned to play a single character.

These actors use Twitter in basically the same way normal Twitter users do — updating “what they are doing” every so often, responding to direct messages, having many side conversations. But always in character. The actors tweet each other and they tweet the “real world” people they’ve been following. Each actor has their own writing and Tweeting style — some stick firmly to the 1962 universe, others slip into occasional 2008 anachronisms.

They also socialize differently, with behavior that mirrors the broad range of real Twitter user behaviors. For example, @peggyolson follows nearly 1,800 people — basically following anybody who follows her. She even trolls through other characters’ follow-ees and starts following new people, just like many Twitter users do.

@David_Ogilvy, on the other hand, has over 200 followers but only follows 23 people — just as some Twitter celebrities often do, carefully controlling who they wish to interrupt them.

Lawyers and Money

So what happened last week when the project was briefly cancelled? Well, it seems that AMC’s right hand sometimes doesn’t know what it’s left hand is doing: the lawyers who hunt down copyright violators apparently didn’t know that AMC’s marketing department was behind these fake Twitter accounts. Once this was cleared up, however, Twitter was able to reactivate the accounts — pointing the way, perhaps, to Twitter founder Evan Williams’s projection that Twitter is going to try to monetize through corporate contracts.

Perhaps facilitating alternate universes will somday become Twitter’s bread and butter? Selling official account names for fictional characters across hundreds of fandoms? We shall see.

Why This Matters

In any case, I am completely impressed with this work, if only for the fact that it radically refocuses where and how digital marketing dollars can be spent while still exploiting Web 2.0 social media in a profoundly savvy way.

Think of it this way: How much would you charge to spend a few minutes every few hours (even while working at your normal job) to write snarky, chatty Tweets in the voice of a character from a really good TV show? Even if they pay you as much as $2 per tweet, then the person playing, say, Don Draper would have earned around $500 in the first few weeks of this project (he’s posted about 250 tweets overall).

So let’s do this for all 20-30 characters for a few months, and let’s throw in a supervising editor and a project manager to keep the project humming along. It seems to me that the whole project’s budget couldn’t cost more than $75-100k — a fairly typical, even low, budget for many TV-show promotional mini-sites.

That’s $100k for a PR-generating, sophisticated, far-reaching digital marketing effort that requires no HTML skill, no information architecture work, no programming or server configurations, almost none of the normal digital marketing skills we normally think of as part of this kind of work. All they need is some good writers, a good idea, and an open-minded client.

Well done.

Obama Futurama

August 29th, 2008

obama_sms.jpg

Barack Obama’s speech was tremendous. He was strong, forceful, and honest while fighting tooth and nail for most of the fundamentally liberal ideals that I share — arguing them openly instead of filtering or even hiding them as most liberal Democratic candidates have in the past. And in the several places where he strayed from liberal orthodoxy, there were three or four times where I actually found myself changing my mind a little bit.

The most interesting example was his statement about the right to bear arms. He said:

The reality of gun ownership may be different for hunters in rural Ohio than for those plagued by gang-violence in Cleveland, but don’t tell me we can’t uphold the Second Amendment while keeping AK-47s out of the hands of criminals.

My reaction was, hey, you know, I think I now realize that I don’t give a fuck if people in the sticks shoot the hell out of each other — as long as I can be damn sure that handguns are 1000% illegal here in New York City, I’ll feel safe enough.

Obama let me imagine a future where the Second Amendment isn’t a national issue at all except to the extent that localities are permitted the right to choose their own paths.

The idea that an adult in Montana should be forbidden from carrying a gun in their pocket just so I can feel safe walking home in Red Hook, Brooklyn now seems like more than just idealism or even ideology — it now feels like a kind of petty pedantry.

This is, of course, something enshrined in the United States Constitution, but that doesn’t mean that we can’t find a middle ground where Brooklyn and Montana can still have different rules. The Second Amendment’s words are, in fact, ambiguous enough (notoriously so) for both approaches to be able to survive simultaneously in the same nation’s legal landscape.

“Foolish consistency is the hobgoblin of small minds”… Flexibility is strength. Is it my deep concern for the safety of Montanans living in a gun-saturated state that made me so uncompromising about the 2nd Amendment? Or was it really just my own desire that I and my loved ones can feel safe in a crowded city with a history of staggering crime? I have no doubt it’s the latter.

(I know this issue is more complex than I make it seem — the lax legality of guns in one state may of course negatively affect crime in a neighboring state where they are contraband… and of course if I had a relative in Montana I would be less flippant about their safety.)

Fight for the Future

Obama also brought the campaign fight back up to a respectable level (if only for the next 24 hours until the Republican campaign starts slinging the mud again). He was harsh in his attacks on McCain, but he explicitly asked us to judge John McCain not based on the consistency or inconsistency of his ideas, nor on whether his policies are driven by sincere conviction or crass political expediency, but rather to debate him and judge him based on on what his policies actually are right now. To do any less would be undignified and cowardly.

(What’s more this argument undermines the misguided faith many independent voters seem to have that McCain is secretly less conservative than he says he is. The reality is that there is no secret maverick freethinking post-partisan John McCain hiding under his sleazy Bush-style right-wing campaign — the election is for the kooky throwback ultra-right-winger he says he is right now and that he says he will be as president.)

Obama threw down the gauntlet and made this campaign about what happens next, what happens tomorrow. The future.

After the first day’s speakers, Democratic talking heads Paul Begala and James Carville thought this convention desperately lacked a single, simple message. They compared it to the 2004 GOP convention where the formulation “Bush is Strong, Kerry is Weak” was the resounding theme. But in my mind, all throughout the convention a theme was emerging: “Obama is the Future, McCain is the past”.

So in the spirit of that future, I include above this iPhone screenshot in which an Obamabot summons me to help the campaign via a pre-speech SMS text message, and wherein I respond immediately after the real Obama’s closing words. And wouldn’t you know, the SMS conversation resembles a traditional call-and-response sermon, from the lectern to a rapt hall, where the speaker’s call to action is echoed by the audience uttering a single simple cheer in response: Yes We Can! VOL [NAME] [TOWN]!

The Peculiar 20th Century

March 2nd, 2008

klee_fish-magic.jpg

Fish Magic, 1925, Paul Klee

It is said that a fish, even a really smart one, cannot really grasp the meaning of the concept “wet” because it is the only condition they know. There is no “dry” to compare it to.

Humans, too, have a tendency to imagine that the way things are today is the way they’ve always been, or the way things will be from now on. It’s hard to imagine that perhaps we are merely living in a transitional period where our worldview is under a temporary spell, soon to revert to the way things have always been.

It has been observed, for example, that representational art — paintings and sculptures intended to mirror what we see with our eyes — has, for most of human history, been the exception not the rule. Optical representationalism has only been the dominant art form for a few centuries, and only in a few limited places: in Greece and Rome in ancient times, and more recently in Europe from about 1500 to 1900. Outside of those periods and places, most of our art has been highly-stylized or completely abstract, from cave paintings to hieroglyphics, from Islamic mosaics to Kandinsky’s paintings.

Viewing modern abstract art as a kind of degeneration from representational art, as many still do, presumes that representation is somehow the “normal” way of doing things. But history shows that this is simply not true. Representational art was and still is a kind of fashion or style, a way of thinking about artmaking that utterly infatuated mankind for a long while, but which eventually receded into the general pool of possible artistic expressions.

The 20th Century Fishbowl

Looking back on the 20th century and the new forms of media and culture that it produced, I’ve noticed an interesting phenomenon: Many of the fascinating social and cultural changes transforming the media right now, in the early years of the 21st century, are little more than reversions back to the ways things used to be before the 20th century. When we talk about “revolutions” in technology and media and how they impact our culture, we should remember that a revolution is a 360-degree trajectory, bringing you back where you started.

The 1900’s saw the emergence of a dozen new forms of media and communication, from mass-market publishing to television to online social networks. Each new media’s birth was followed by decades of adaptation to that media, both social (how new media changes our day to day lives) and economic (how these media have been “monetized”). And as each media reaches maturity and settles down, it’s surprising how many of the social and economic changes turned out to be less earth-shaking than we may have thought. In many cases, we’ve come full circle.

Adopt, then Adapt

The 20th century was a period of continuous infatuation with new technologies, particularly in the media, that felt so powerful that we sometimes thought that these technologies were fundamentally transforming, or even doing irreparable damage to, our culture and our world.

And the evidence for the latter is certainly compelling: Families don’t talk at dinner tables anymore, and instead gather around the TV to watch hours of game shows. We spend hours each day driving in cars by ourselves, polluting the atmosphere. Kids glued to mobile phones in schoolrooms. Reality TV. Internet porn. Britney Spears. Have technology and media really made our lives better?

I actually think we’re not doing so bad. Many of the 20th century’s most infamous technology-enabled cultural degradations may, in fact, merely be temporary effects which inevitably trend back to “normalcy”. In the early 20th century, for example, we invented the automobile and drove around with reckless abandon. But then, after countless accidents and horrific smog, we eventually licensed drivers and regulated the vehicles and roadways. Still later, we crashed our cars reading SMS messages on the freeway, but then we made driving while text messaging illegal. We adopted, then adapted. I hate to characterize this in dialectic terms, but much of it has a distinctive thesis/antithesis/sythesis feel to it.

Some examples of 20th-century phenomena whose transformation has, I think, been exaggerated:

  • Reading: Much has been said about how “nobody reads anymore”. Steve Jobs recetnly scoffed at the Amazon Kindle, saying “Forty percent of the people in the U.S. read one book or less last year. The whole conception is flawed at the top because people don’t read anymore”. Despite the numbers, which I don’t doubt, I’ve always been suspicious of the claim that we are less literate than we’ve been historically or than we should be. How much people were reading, say, in 1500 or 500 BC. Or even in 1850 or 1900, before mass-market paperback books and magazines were invented. Ursula LeGuin wrote a fantastic deconstruction of this accusation in February’s Harpers magazine, in a piece called “Staying awake: Notes on the alleged decline of reading” (print only –come on, Harpers!). Her gist is that most people never really read all that much anyway, and in that light people are actually reading quite a bit right now. I’ll also add that the supposed high-point of human literacy, which I gather to be the late 1800s and early 1900s, was also the point at which new information technologies exploded on the scene: telephone, phonograph, radio. If people are reading less but they are instead learning things via the spoken word in an electronic media, is that so bad? Were the books and periodicals of the fin-de-siecle any better than the electronic forms that replaced them?
  • News: People complain about the increasing partisanship and corporate-bias of the news media. Most of us take for granted the idea that a news organization must be “impartial” or non-partisan. But when was this idea born? I’m not a news historian, but I’d guess that this emerged sometime around the middle of the 20th Century, in particular with the large American corporate news organizations who wanted to avoid favoritism and partisanship in order to maintain a consistent flow of advertising dollars. Before that, however, newspapers were completely dominated either by overt political interests or by their governments. Outside of the USA, too, this is still largely the case. But with the recent emergence in the US of deeply partisan mainstream news media (e.g., Fox news) and the global phenomenon of blogging and citizen/advocacy journalism, we are perhaps witnessing not the emergence of something new or unique, but rather the end of a strange and rather short (50 years?) period in the history of news and information.
  • Music: I wrote about this in my last post, which is what inspired this one. Music was once something you could only enjoy as a live experience, in the presence of performing musicians. The 20th century brought us recorded music, which could be bought and sold. This gave everyone the idea that music itself could be bought and sold. With the emergence of digital file sharing, this model is being broken down again, leaving us in a place very similar to where we started, with music being un-ownable, but the experience of music enjoyment being entirely sellable.
  • Food: Okay, this isn’t media, but it is definitely technology: From the 1920’s to the 1990’s, the American diet was infatuated with technologically-processed food. Michael Pollen calls this “nutritionism”, a dietary theory that values the chemical composition of food products over the integral food-ness of them, where a loaf of white bread with all the nutrients bleached out of it and then re-introduced through chemical “enrichment” is somehow better than eating a loaf of whole grain bread. The same adopt-then-adapt pattern is here: Humans become so enamored with food technologies — canning, preservatives, refrigeration, and nutritionism — that our diet turns away, for the first time in a million years, from real food. After a few generations of this, and witnessing the resulting horrific health effects, we eventually began to turn away from these foods. Supermarkets now have enormous fresh fruit and vegetable sections in them, incuding organic foods. But when I was a kid in the 1970’s, a trip to the supermarket was like going to a bomb shelter — canned, processed, and frozen foods were pretty much all you could get, because that’s what people wanted. The more the food was abstracted from nature into powders, spreads, flakes, and puffs, the more people desired it — because they perceived it as futuristic, healthy, and convenient. Once we started to realize that the old ways actually had value, when the novelty of snow-white bread and powdered milk wore off, we began to ask for regular food again.

Once I started seeing things this way, I’ve noticed the pattern everywhere: A 20th-century phenomenon is presumed to be eternal, and then its decline is lamented as if it were the end of civilization itself. I learned that nobody plays bridge anymore — but I learned, also, that contract bridge wasn’t even invented in 1925, and had a run of massive popularity for only a few decades before falling into decline by the late 1960s.

Same as it Ever Was?

My whole idea here is admittedly an optimistic argument (and a slightly conservative one, I confess) in which humanity learns valuable lessons by looking toward our past, and where the most troubling social and cultural trends of the 20th century turn out to be merely side-effects of our slow adaptation to rapidly-emerging technologies.

But the opposite is certainly possible: Humanity could continue trending towards technology-enabled illiteracy, junk food-induced decrepitude, social isolation, and retarded media completely controlled by corporate conglomerates. We could quite easily end up with Idiocracy. I could be completely wrong.

Yes, changes occur. Humanity’s greatest social and technological inventions — the wheel, writing, democracy and human rights, the printing press and the Internet — surely have fundamentally transformed the human experience. Some have even speculated that these technologies have brought about physiological changes to our brains, enabling us to use our minds in ways that our ancient ancestors simply could not (see Julian Jaynes and The Origin of Consciousness in the Breakdown of the Bicameral Mind). This may be true (I am skeptical), but I think in the case of most of the 20th century’s most interesting transformations, despite the constant seemingly earth-shattering changes, we are what we are and we will tend to adapt the technology to us, not the other way around.