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Changing Things The Future of Objects in A Digital World
Changing Things The Future of Objects in A Digital World
Changing Things The Future of Objects in A Digital World
Things
Changing Things
1 Introduction
2 What Is Going On with Things?
3 Just Press Play, Please
4 Fluid Assemblages
5 Things for Us
6 Things in Themselves
7 A Conceptual Toolkit
8 Assembling an Analytic Playlist
9 Making Concepts
References
Index
1
Introduction
Notes
1 This ability to come into multiple distinct relations to things is referred to as multistability within the
subfield of philosophy of technology known as postphenomenology (e.g., Ihde 1990). In this context, it
serves to counter technological determinism and more substantive theories of technology by
highlighting the capacity for human agency and creativity in relation to things.
2 This also aligns with philosopher Martin Heidegger’s diagnosis of how our relation to technology
causes us to see the world (including possibly other people and even ourselves) as bestand, or standing
reserve, simply there as a resource to be used (Heidegger 1977).
3
In what follows we will take another look at the historical developments outlined
in the previous chapter, but this time as seen through an example: the very
simple and mundane act of pressing a play button to listen to music.1
While techniques for music playback have quite a long history, there has been
in just the past decade or so an explosion in the development of technologies and
services for listening to music. Yet, even with such a diverse array of music-
playing technologies historically and in terms of currently available options,
some things remain constant. We approach a music-playing thing because we
want to hear music; and whether we find it on the plastic button of a tape or CD
player, the click wheel of a classic iPod, or in the interface of a digital app, we
know to look for the familiar right-facing triangle icon. To hear music, we press
play.
This simple act of pressing play has remained quite consistent, even as the
complexity of the underlying systems that make the playing possible has
increased tremendously. Indeed, many digital music players are now only one
component of vast ecosystems including digital service providers, musicians,
record labels, advertisers, and other digital platforms. Moreover, they participate
in these ecosystems in much more complex and dynamic ways than their simpler
historical predecessors.
We will here consider simply the assembly or activation of a music-playing
thing such that its functionality of pressing play is made available to us. We will
trace the nature of this assembly through a variety of cases, beginning with older
analog technologies and watching for significant changes as we move on to
address more contemporary technologies and (eco)systems.
Through these illustrations, we will introduce another key idea in this book:
while our new massively data-driven and networked computational things are
inherently different from previous “things,” it seems that what designers aim to
express and users expect to experience in use are not at all this radical disruption
but rather something familiar and in line with what we have lived with before. In
other words, what we tend to search for and expect in use is something of a
paradox, namely that the complexity of technology is resolved through a
simplicity of expression. This is a design paradox we need to unpack as it sits at
the center of what designing and living with fluid assemblages is like at the
moment.
To understand the background of this tension between technical complexity
and keeping things simple, we need to turn back to the developments in
industrial design in the early 1950s and the search for clear and functional design
of (technical) objects on one hand, and a growing interest in increasingly
complex products and systems on the other hand. At the design school HfG Ulm,
we see early examples of both the kind of industrial design that is still today
highly influential in the technical domain (e.g., the HfG–Braun collaboration
about the design of radios and other music systems for the home) and the first
steps toward making design an interdisciplinary project set up to deal with
increasingly “wicked problems” (e.g., diagrams and graphs inspired by
mathematics used to visualize design and its processes).
While the orientation toward simplicity stems from a concern for usefulness
and utility, it is more than anything also an aesthetic orientation. Indeed, if there
is one well-known phrase that captures the Modernist aesthetic, it would
probably be “form follows function.” To say that it is an aesthetic orientation is
not to diminish its scope, but to suggest that it is a central part of a “design
worldview” inherently tied to a certain way of thinking and creating design
expression. Of course, there are many other aesthetic orientations, but in
industrial design as practiced in the parts of the world where these new devices
are often conceived, this worldview is still something much deeper than just one
out of many orientations one may choose between while designing. And while it
largely has given way to other orientations, and especially more diversity, within
many domains of design, it still exercises a massive influence in the domain of
tools and technology. Indeed, notions such as “ease of use” and “usability” are,
within the domain of computational things, still central qualities sought.
The concern for complexity also has its roots in early Modernism, and the idea
that there are important relations between design and society, between individual
objects and industrial systems. Even in early examples of industrial design, we
see an explicit interest in how objects are related to each other in systematic
ways, and how design can help address and make sense of the resulting
complexity. Indeed, it is almost as if the orientation toward simplicity in
expression coevolves with the increasing complexity of function and the systems
the things exist within: the more complex the functions and the relations between
things, the more important to keep things simple. From a design point of view,
this may seem like an, or even the most, obvious response, which makes it even
more important to unpack it as the aesthetic orientation it actually is. Because
there is nothing given, necessary or “natural” in the domain of design. The
artificial is, through and through, inherently something made by someone—and
thus something that always could be made differently.
Now, let us trace the simple act of pressing play to see how things have indeed
changed.
Notes
1 This chapter is based on the paper “Press Play: Acts of Defining (in) Fluid Assemblages” presented by
the authors at the Nordes 2015 conference.
2 https://soundcloud.com/pages/cookies, accessed December 20, 2017.
3 Rdio has now been acquired by Pandora, and is no longer available.
4 The all-caps formatting has been removed since we first noticed this text, but the content remains
otherwise the same.
4
Fluid Assemblages
In the previous two chapters, we have explored aspects of why and how our
computational networked artifacts are different from what we have encountered
in the past, although they still appear to be “things” to us. Indeed, we have
argued that how we currently design and live with them is something of a
paradox, as we on one hand persist in calling these out as “things” while at the
same time acknowledging that they are not at all like our things of the past. In
what follows, we will try to unpack this seemingly contradictory position and
how it might have come about.
Assemblages
The notion of assemblage used here stems from the work of Gilles Deleuze and
Félix Guattari (Deleuze and Guattari 1987). This is a difficult concept to capture
(and it was probably never meant to live a life in intellectual captivity).
Addressing the agency of assemblages, Jane Bennett offers a very good first
presentation of what these things are like:
Assemblages are ad hoc groupings of diverse elements, of vibrant materials of all sorts. Assemblages
are living, throbbing confederations that are able to function despite the persistent presence of energies
that confound them from within. They have uneven topographies, because some of the points at which
the various affects and bodies cross paths are more heavily trafficked than others, and so power is not
distributed equally across its surface. Assemblages are not governed by any central head: no one
materiality or type of material has sufficient competence to determine consistently the trajectory or
impact of the group. … And precisely because each member-actant maintains an energetic pulse
slightly “off” from that of the assemblage, an assemblage is never a stolid block but an open-ended
collective, a “non-totalizable sum.” (Bennett 2010, 23–24)
There are a couple of key points to make before turning to our things that
change. Looking at different ways that components can be drawn together, the
notion of assemblage sits between collection and totality. In contrast to how a
collection is a gathering of objects that does not have properties beyond the parts
included in the collection, an assemblage is characterized by emergent
properties. An assemblage cannot be reduced to its parts. But whereas a totality
also is irreducible, the assemblage differs from it in that it can still be taken
apart. An assemblage is decomposable. In other words, whereas the collection
does not achieve any additional emergent properties or capacities, and a totality
cannot be taken apart, an assemblage is characterized by both emergent
properties and that its components retain their identity.
To better understand what makes emergent properties come about, and thus
what creates the difference between totality and assemblage, we need to look
into how the components are related to each other. In Deleuze and Guattari’s
account, a totality is characterized by interiority relations; that is, the
components change as they become part of the totality. This implies that they,
typically, cannot turn back into what they were before becoming part of the
whole. The emergent properties of the totality are therefore “transcendent”: a
totality moves above and beyond its constituent parts. An assemblage, in
contrast, is made out of exteriority relations between components, that is,
relations between the components that do not change their individual properties
or otherwise transform them. This makes it possible for an assemblage to be
taken apart (or otherwise transformed), and for the components to retain their
properties afterward. Thus, the emergent properties of assemblages are
“immanent,” a result of continuously interacting components that will disappear
should those interactions come to an end.
If we turn back to the things addressed in this book, even this very brief
introduction of assemblages illustrates the effectiveness of the concept in this
context. The examples of what happens as components start to interact with each
other have shown that we are talking about much more than collections here.
The smartphone is not just a collection of parts; it is an assemblage of apps,
hardware, network connectivity and so on and so forth with capacities way
beyond the sum of its parts. At the same time, however, it is clear that we can
take this assemblage apart, at least to some extent. If our phone had been a
“seamless totality,” for instance, removing an app or changing networks would
not have been possible as there is no reverse. Indeed, the notion of immanence is
a most present aspect of their character: as soon as the interactions between
components do not work, the emergent properties of the assemblage change or
disappear completely. Just consider what happens when connectivity drops, the
battery runs out or the device makes itself unavailable for further interaction
because of a software update.
From a more philosophical point of view, the addition of “fluid” to
assemblage is completely superfluous. An assemblage is in its very nature fluid
in one way or another; this is just another way of saying that its emergent
properties are immanent. The reason for talking about “fluidity” here is to put an
emphasis on how speed has become such a significant factor. While assemblages
such as a community, an organization, or a machine are also constantly in
becoming, they typically change at the pace of human perception or in many
cases even slower. Manually building a machine takes time, as does taking it
apart. These computational networked machines, however, create their particular
instantiations in runtime. The conditions for their coming into being have of
course been created over longer periods of time, but the assembling as such is
literally happening during use—and in response to how use unfolds down to
events happening at the level of microseconds. They have a fluidity that extends
way beyond what we have seen in terms of speed before—and not only in terms
of processor clock speed or network transfer capacity but increasingly also in
terms of “time to market,” frequency of updates, design methodology, and so on
and so forth.
Design methodology
The fact that these things are already a significant part of our everyday lives
seems to suggest that design (in the wide sense of word) has already resolved
much of what is involved in making them. Indeed, in terms of technology their
coming into being has been underway for quite some time, with inventions such
as object-oriented programming and massively networked computing providing
not only the means but importantly also the conceptual frameworks necessary to
conceive them. As industrial design started out with an ambition to create a new
unity between art and technology, we could perhaps think of design as engaged
in a spectrum ranging from the more technical (toward engineering) to the
experiential (toward the artistic). If we look at how design has responded to the
condition brought about by fluid assemblages across this spectrum, we can see
that we are pushing toward development at one end, whereas we seem to be
holding back at the other end.
If we start in the more technical end of this spectrum, we find several rather
recent developments that respond to the design condition posed by fluid
assemblages. Relevant examples include the methodologies for “lean” and
“agile” development. While their origins can be found in the lean engineering
pioneered in Japan by Toyota and frameworks such as Kansei engineering, these
ideas have more recently come to a different expression in software development
and associated industries. These methodologies depart dramatically from earlier
models for product and systems development in which things would only come
together toward the end, after often long processes of development and
optimization. Instead, these approaches rely on short sprints where each and
every effort is meant to produce results that can be shipped as products. Thus,
instead of producing one major “new” product every year or so, the product is
updated continuously, sometimes even on a daily basis.
Design methodology has relied on iterative prototyping to resolve complexity
and uncertainty since its very beginning. To make prototypes is for design a
central part of most learning processes, not just in the general sense of learning
by doing, but more specifically because there are very few ways of learning how
a certain “whole” comes together without actually working its tensions and
conflicting elements out. In this respect, lean and agile are not that different from
earlier practice, and can even be celebrated as a learning process that allows for
failing early and often. However, they also differ substantially from how design
has been done before. Traditional design methodology is completely conditioned
by the requirements of mass production, and as such its learning process is
directed toward optimizsation, toward understanding what needs to be done, and
then resolving all the issues involved in getting there.
The logic behind this process is quite obvious: when you are about to mass-
produce something, you better make sure it is the right thing you replicate over
and over.
The logic of lean and agile processes is quite different. While they too are
about resolving uncertainty by means of iteration, they are not at all oriented
toward this kind of optimization. Instead they orient toward notions such as the
Minimum Viable Product. It is no longer about first finding the best possible
solution and then moving to market, but rather to make the entire development
process into a dialogue with market: by constantly releasing updates and making
extensive use of user data, progress is tracked and measured, to form the basis
for decisions about how to make the next move. On the user side, there is for
instance frequent use of A/B testing: by releasing two different versions (hence
the A and B) to different groups of users and then tracking which version yields
the best response or result, design decisions can be based on actual data. And by
rolling out such tests extremely frequently, perhaps even several times a day, the
distance between designing and using can be shortened dramatically compared
to when in the past it might be even years between when the designing first
happened and people could actually use the thing.
To see the vast difference between the design philosophy behind notions such
as the Minimum Viable Product and what ideas have historically governed
industrial design, compare the following two reflections: the first from Eric Ries,
one of the main proponents of lean methods for start-ups; the second from Max
Bill, first student at the Bauhaus and then later Headmaster at the HfG Ulm, the
school that introduced the industrial design aesthetics that still dominates much
technology design:
At this point in our careers, my cofounders and I are determined to make new mistakes. We do
everything wrong: instead of spending years perfecting our technology, we build a minimum viable
product, an early product that is terrible, full of bugs and crash-your-computer-yes-really stability
problems. Then we ship it to customers before it's ready. And we charge money for it. After securing
initial customers, we change the product constantly–much too fast by traditional standards–shipping
new versions of our product dozens of times every single day.
We really did have customers in those early days–true visionary early adopters–and we often talked to
them and asked for their feedback. But we emphatically did not do what they said. We viewed their
input as only one source of information about our product and overall vision. In fact, we were much
more likely to run experiments on our customers than we were to cater to their whims. (Ries 2011, 3–
4)
For around a hundred years now the call to action has sounded in successive ways throughout the
world: we have a duty to make useful, ethical products that are true to materials and manufactured
under socially responsible conditions, using the best means available to us. Inherent within this call is
a sense of moral responsibility, a social understanding.
/ … /
This makes us realise that what we’re actually striving for is something quite different—namely, an
extreme utilisation of materials, where the maximum effect is achieved with the minimum of materials.
For example, we can construct a tower 300 metres high (the Eiffel Tower) and make it so light (as
Eiffel did) that if its height were reduced by a factor of one thousandth, ie by 30 centimetres, then its
weight would drop by just seven grams—the weight of a pencil. This is a shining exemplar of the
extreme exploitation of materials, an emblem for the technical age and the rational use of materials, as
well as the germ of a new ideal of beauty. (Bill 2010a, 32–33)
These reflections come from different places and points in time, and one should
be careful when comparing them. Still, they illustrate a couple of key points
made here regarding design’s relation to the technologies it is working with.
While the notion of making the most out of existing resources is a central
concern, how to actually achieve that has fundamentally changed as people are
now trying to cope with a different kind of complexity. While actual practice
may not be quite as extreme as Ries’s account mentioned previously (after all,
many companies that work with lean processes also have to comply with other
requirements and certifications that prevent them from releasing things that are
not functional), it points to a significant shift from refining something until it
becomes the optimal design solution to instead trying to expose minimal
products to a market as quickly as possible. In a sense, this means that the
former so important difference between prototype and product is disappearing.
As such, the shifts in perspectives, not to mention values and objectives, also
illustrate the radically different configuration of production and consumption
that these new technologies and associated industries have introduced.
Compared to how things used to be, it may seem as if we live in a constant
“beta,” but more than anything, what we see here is a completely different
configuration of the relations between designing and using.
Design aesthetics
As we turn to how design addresses human experience, to how these things
present themselves to us and become part of our practices, it is less obvious that
we have developed design to care for this condition. On the contrary, much of
what is going on over here seems to be about reassuring us that things have not
changed that much after all. Indeed, we may ask: how is it possible for these
complex assemblages to be experienced as “things,” even as simple things that
we do not hesitate to let into our lives? To get started, we have a working
hypothesis regarding how fluid assemblages come to present themselves to us as
stable, contained, and predictable things: Fluid assemblages make use of
mimicry: to appear as “things,” they camouflage themselves as totalities.
The distinction between exteriority and interiority relations allows us to probe
deeper into how the “thingness” of these assemblages is achieved. To see this,
we first need to attend to how design typically has come to approach the relation
between intended use and aesthetics. The perhaps primary task of industrial
design is to bring about a meaningful whole. Design is, in this sense, the
opposite of analysis: whereas analysis treats complexity by means of taking
apart into ever more manageable parts, design is fundamentally propositional in
how it aims to resolve conflicts by iteratively prototyping and proposing how a
unified whole could be brought together. Much of what is treated in design
aesthetics (as distinct from in Aesthetics in the philosophical sense) is about how
to create such totalities, often articulated in terms such as consistency and
coherence, as gestalt or as a unitary and consistent use experience.
While it may be obvious that design is about creating the conditions for
emergence in that sense—of making the sum greater than the parts (and the
greater the difference, the greater the value!)—we may still ask whether this is
really about seeking totality. Certainly, this question is one of nuance and
difference, but if we turn to the present and pressing issues of sustainable
development we get an indication. Had design’s notion of a whole been
fundamentally oriented toward assemblages, then we would expect there to be an
awareness of how the constituent components retain integrity after the
assemblage is taken apart. Should this have been the case, new notions such as
“recycling” would not have been needed, as taking things apart and using them
for other assemblages would have been an obvious consideration.1
On the contrary, it seems that as technology matures, it moves toward
totalities. Working with the first computers, users had to know how to replace a
radio tube and other parts that might break; users of contemporary computers
may not even be able to replace the battery. An old car will expose most parts of
its engine, mechanics, etc. as you open the hood; in a contemporary car most of
it is likely to be covered by plastic to indicate that this is the domain of the
experts in the workshop (who in turn typically rely on complex computational
diagnostic equipment to uncover what is not working).
Certainly, there is modular design, open design, and a range of other
approaches that genuinely engage with design as assemblage—but overall, it is
probably fair to say that design aesthetics have a basic orientation toward
meaningful wholes understood as totalities rather than assemblages. To a
significant degree, this design principle put forward by Max Bill in “The basis
and aim of aesthetics in the machine age” from 1953 (thus around the time when
he took on the position as headmaster of HfG Ulm) still holds for much
industrial design:
The basis of all production should be to fulfil, as a unity, the totality of all functions, including the
aesthetic functions of an object. (Bill 2010b, 70)
It is worth a short reflection upon why this was, for the industrial technology
of the time, a very reasonable and effective principle. The emergence of
industrial design is completely conditioned by the shift from manual to machine
production. Giving form to things prior to this shift was a matter of craft, most of
the time working with just one or a few materials, and with objects that typically
would have one or maybe a few key functions. Importantly, these things were
also most of the time made by just one or a few people who would be able to
lead the process from material to finished object, thus able to make sure that the
outcome was a “whole,” and not just a collection of parts coming out of
otherwise separate processes. With industrial production, this changed. Indeed, it
is called assembly line for a reason. And further, industrial design involves
working with many different materials, larger sets of functions, and over time
therefore also increasingly complex things. In this context, to achieve something
that truly comes together in the sense that the traditional object is given form and
made by craft is far from trivial. Thus, how to achieve such a seamless totality
became the perhaps most central aesthetical issue when trying to find ways for
the “new” to not only (unsuccessfully) mimic the “old,” but to offer something
that would, literally, transcend it.
The once intended effect, but now increasingly problematic consequence, is
therefore that industrial design typically lets interiority relations completely
dominate over exteriority relations when thinking about how form defines the
way material builds things. In this way, both designers and users become
oriented toward things not only as “meaningful wholes,” but as totalities. Not
only in the sense of how they are made and built, but perhaps even more so in
terms of what kind of use experience designers aim for and what kind of
experience users typically expect and appreciate.
This disposition has three significant implications with respect to following
established aesthetics when designing fluid assemblages. First, it means that we
as designers will seek to, literally, transcend the experience of an assemblage and
push it toward the experience of a totality. For instance, this means we will try to
more or less mask exteriority relations, and instead emphasize how the
components have fused into a new seamless whole. Second, it means that we as
users feel most confident when we only need to attend to a whole. Most
certainly, we do not want to pay too much attention to all the interactions taking
place between various components. While we might realize it is an assemblage,
we certainly do not want a huge part in its immanence. On the contrary, we
prefer if it is stable and unified, and it is only rarely that we will be interested in
committing to the effort required to maintain and manage complex interactions
between constituent parts. These two implications bring about the third, and
most critical one, namely that we therefore come unprepared and unaware of just
how different a fluid assemblage is from a traditional object—and that our
current ways of working with design expressions to a significant degree keeps
this hidden from us. In other words, there is presently a rapidly growing design
space that designers do not quite know how to deal with in terms of aesthetics, or
perhaps even care about from an aesthetical point of view.
So, we find ourselves in a situation where we on one hand have technologies
and the beginnings of new design methodologies for making fluid assemblages,
but where we at the same time persist in making them appear as normal “things.”
Like Theseus’s ship, our new things are both the same and something very
different.
Note
1 Just consider open source software as a counterexample: certainly one could think of it as a large
recycling center as pieces of code are made available to be used to other things, but you rarely see this
articulated as a matter of “recycling”—it is quite simply about sharing and contributing code for also
others to use, and this relation to the code produced is an inherent part of its making.
5
Things for Us
There can be seen two main orientations to considering things.1 The first, and
most common, is to look at them in relation to human activities in which they are
involved. In other words, the basic concern here is what a particular thing is for
humans as they use or otherwise relate to or are affected by it. The second is to
inquire into what things are “in themselves.” Of course we can never really
escape our own situated perspectives as humans, but we can try to get to the
bottom of things through an investigation more oriented toward basic ontology.
These orientations have through history generated a vast range of
contributions that can be productively brought to bear in making sense of
contemporary things. While we may realize that we need to build on work from
both strands, as one of the things that we discover when exploring fluid
assemblages is that a framing of human (or “user”) experience is not sufficient
for understanding what they really are and do, we may still believe that such a
combination of multiple perspectives will, in the end, result in a quite thorough
coverage. Yet this is a problematic assumption. Different analytic frames have
conceptions of their objects of study that can actually be incommensurable,
resting on different foundational assumptions and orientations. As Deleuze and
Guattari state: “A concept always has components that can prevent the
appearance of another concept or, on the contrary, that can themselves appear
only at the cost of the disappearance of other concepts” (Deleuze and Guattari
1994, 31). Foregrounding certain aspects inevitably means backgrounding
others. Another concern is that perspectives honed on more traditional objects of
study will miss or not properly account for much of what is relevant about
contemporary ones.
There are also more fundamental reasons to care about the consequences of
the conceptual frames used. Building on the “philosophy-physics” of Niels Bohr,
Karen Barad goes even further in her agential realist account. As she states:
Discursive practices are specific material (re)configurings of the world through which local
determinations of boundaries, properties, and meanings are differentially enacted. That is, discursive
practices are ongoing agential intra-actions of the world through which local determinacy is enacted
within the phenomena produced. (Barad 2007, 820–821)
Media—Communication
Many of the contemporary digital networked things that now pervade everyday
life can be seen as media technologies. That is to say that they are involved in
the creation, modification, sharing, and distribution of information, content, and
messages that are part of social practices, rituals of communication, and the
many data-intensive and information-based processes that run and govern our
contemporary societies from local to global levels. This lens of information and
communication and perspectives from the disciplinary fields of information,
communication, and media studies bring into focus important aspects of
contemporary things. Although information and communication technologies
can frequently be seen as tools as well, and certainly have a material dimension
that can put them also in the category of stuff, this lens brings into focus their
operation in the domain of the symbolic.
Media are involved in processes of information and communication. Although
closely related, there are, at least for our purposes, a couple of main foundational
issues associated with each. Information deals with underlying representational
practices and units of meaning. It is the lifeblood that flows through digital
networked technologies that are used for information and communication. Thus,
while issues of representation and information are relevant in consideration of
any kind of communication and information processing activity, they are
absolutely key when it comes to considering contemporary technologies and
their uses. Different technological configurations represent, transmit, store, and
process data and information in ways that vary, but share commonalities through
underlying elements and infrastructures. We thus need to consider what
information is and does in these systems.2 Communication is a social practice,
and communication technologies with different capabilities enable new types of
communication practices that develop around them and in relation to existing
practices. It is here that we run squarely up against the social, and it is typically
the perspective of social and cultural practices that is used when considering
communication technologies. Thus, this is one of the places where the torque
between our perspective and that of the work that we consider might be most
keenly felt.
First, we need to consider what is involved in (mediated) communication in
terms of its most basic components. Perhaps the most obvious place to start a
consideration of things in relation to communication is to think of the invention
of key media technologies—actual technical apparatuses. Beginning with
language as the most fundamental communication technology, relying on the
bodily apparatus of vocal chords and so on, we can then think of the inventions
of written language and recording media (clay, papyrus, paper), printing press,
telegraph, radio, phonograph, film, telephone, broadcast television, and others.
More recently the internet and World Wide Web have brought many more
possibilities, from email and chat to virtual environments to many forms of
social and collaborative media.
Now, each of these media technologies involves slightly different
technological capabilities and communication protocols. Importantly, each
involves some particular form of representational practice by which meaning
takes on a symbolic and material form that requires interpretation on the part of
the receiver in order to render it meaningful. This is a hermeneutic practice that
involves making sense out of both the content and the technical and social
protocols and norms involved with a particular medium.
Furthermore, different media forms contain other media. Or, as media theorist
Marshall McLuhan famously stated: “The ‘content’ of any medium is always
another medium. The content of writing is speech, just as the written word is the
content of print, and print is the content of the telegraph” (McLuhan 1964, 8).
More recently, Bolter and Grusin have argued that the representation of one
medium in another—what they call remediation—is a “defining characteristic of
new digital media” (Bolter and Grusin 2000, 45). They also identify two
associated characteristics: immediacy, or the desire for the medium to disappear
altogether to allow for the feeling of direct access to what is mediated; and at the
other extreme hypermediacy, which instead draws attention to the medium and
its multiplicity. Indeed, especially at the time their book was written during the
late 1990s, the fashion did seem to push toward the excesses of possibilities
enabled by new media. This phenomenon is perhaps most easily called to mind
through the form of a television news program in which one frame commonly
contains multiple windows, scrolling tickers, animated graphics, and more.
Returning to communication as such, it can be said that there is never any
such thing as completely direct, unproblematic, or unmediated communication.
At a fundamental level, communication can be seen as an attempt at reconciling
self and other (Peters 2012), a project that is never perfectly achievable. There
will always, even in the “simplest” face-to-face interaction, be glitches,
misunderstandings, and breakdowns that must be negotiated. Representation,
interpretation, and the impossibility of perfect understanding are basic conditions
of communication—even those that do not involve advanced technologies. And
of course when technologies are involved there are additional related
complexities, and sources of breakdown.
There have been different positions regarding the role and significance of
media technologies themselves. Outlining first two extremes, the mathematical
model of communication developed by Claude Shannon and Warren Weaver in
the heyday of cybernetics during the time of the Cold War saw technology as the
channel for information transmission (Shannon and Weaver 1959). In their
influential model, a signal is encoded by a sender into a message that is sent
through a channel and decoded on the other end by a receiver. In this view the
channel is relatively neutral as the message, at least ideally, simply passes
through it, although it is always threatened by noise that could degrade it. On the
other hand, Marshall McLuhan famously asserted that “the medium is the
message” (McLuhan 1964); in other words, a medium is not a neutral channel
that just conveys a message more or less effectively, but is rather itself a
significant (or even the primary) message.
Concerns about the role and effectiveness of the medium also dominated early
work in the field of computer-mediated communication (CMC), which
considered whether the text-heavy medium of the computer was “rich” enough
to enable effective human (or, perhaps better stated, humane) communication.
On the other hand, it was also the disconnect between information that could be
transmitted over the internet and the “richness” of a person’s physical body and
context that enabled the free play of identity performance that characterized
much early online interaction (Turkle 1997; Hayles 2008).
As is typically the case with sweeping claims tinged to greater or lesser
degrees with technological determinism, the reality is more complex than any of
the previously mentioned perspectives, even as they have each helped to
articulate certain issues and dynamics. Media technologies and the capabilities
they provide play a significant role, but communicative practices in which they
are used are always contingent, culturally and historically embedded affairs.
Pointers to various dynamics involved can be found in Lisa Gitelman’s
comprehensive definition of media as “socially realized structures of
communication, where structures include both technological forms and their
associated protocols, and where communication is a cultural practice, a ritualized
collocation of different people on the same mental map, sharing or engaged with
popular ontologies of representation” (Gitelman 2006, 7).
One key aspect of communication as a cultural practice is that it involves
performance of self. This is the case also in face-to-face communication, in
which the persona that one presents to others is a performance that does not
necessarily match what is going on “backstage,” to use Goffman’s (1959)
influential dramaturgical metaphor. Different media technologies allow for
different types of performances. The early online environments allowed for very
carefully crafted performances of self that could be very different from those “in
real life” (Turkle 1997). Now in the age of social media there are generally much
stronger connections between “real life” and “virtual” interactions, with
interactions crossing over between various media, and between online and
offline. In fact, an analytic and practical distinction between online and offline
has become untenable in a situation of constant crossover between online and
offline, “virtual” and “real” interactions that Coleman (Coleman 2011) has
termed “X-reality.” Connection between online profiles and offline identity has
also come to be legally required through terms of service agreements, such as
those of Facebook, that explicitly prohibit using a false identity. Or conversely, a
verified connection to an offline identity can be rewarded, as in the case of
Twitter’s “verified identity” system and associated badge prominently displayed
along with verified accounts. Rather than playing with different identities online,
it is now seemingly more common to curate one’s personal brand in a way that
maintains some level of consistency across social media channels. And brands in
the more traditional corporate sense have very carefully managed social media
presence, and run sophisticated search engine and social media marketing
campaigns.
With this very broad background in place, we can now already point to a few
key differences between the concepts of media and tools (discussed in the first
section). Although these perspectives may be used in relation to the same
ostensive objects of study, they come with different kinds of underlying
assumptions. While tools are generally considered in terms of more or less
practical goals and effects in relation to practices of use, media are involved in
culturally situated practices of communication and practices of making and
interpreting meanings that can never be singular or conclusive. There are always
gaps between sender and receiver, world and representation, reality and model
that cannot be perfectly bridged. These gaps thus become key sites for
investigation, particularly as more and more of our social realities and access to
them are brought into the realm of the computational.
Computer—Data processing
Computation can in one sense perhaps be seen as quite different from media,
having more affinity with mathematical logic, science, and engineering than
culturally situated practices of communication and meaning-making. Yet the
ways in which computation exists in the world are very much based not only on
these types of practices, involving issues of representation, interpretation, and
culture in its many applications, but also on its most fundamental levels
involving data, algorithms, and protocols. Computation is a tool for data
processing, a medium of information.
The roots of computation are contained in the word itself, from a time in
which “computers” were people who performed computations. The use of
computers to perform complex calculations for scientific purposes is certainly
still present, as is their use in increasingly sophisticated military applications
(think, for example, of drone warfare or battlefield robots). Another major theme
of information management and access was eloquently prefigured by Vannevar
Bush, who had in his capacity as director of the Office of Scientific Research
and Development in the United States coordinated the effort to apply scientific
knowledge to warfare during the Second World War. Writing in an article in The
Atlantic magazine at the end of that war in 1945, he suggested that the energies
and achievements that had been marshaled so effectively for the cause of war
should now be channeled toward other worthy objectives during peacetime. The
problem he identified was that of an overwhelming amount of information that
was becoming increasingly difficult for scientists to stay on top of, particularly
as scientific specialization increased. And there was a need not only to store
information, but also, importantly, to make it accessible in a way that supports
how people think, namely, by association. What he envisioned as one possible
solution seems remarkably prescient:
Consider a future device for individual use, which is a sort of mechanized private file and library. It
needs a name, and, to coin one at random, “memex” will do. A memex is a device in which an
individual stores all his books, records, and communications, and which is mechanized so that it may
be consulted with exceeding speed and flexibility. It is an enlarged intimate supplement to his memory.
(Bush 1945)
Since storing files of all kinds on computers, external storage devices, and
networked storage services is now a normal part of life, as is googling for all
imaginable types of information, it is perhaps difficult for many of us to imagine
a time in which these types of structures were not in place (or were much more
rudimentary). Yet it is possible to see how computational systems are still being
developed in order to serve this purpose, from automated organization
techniques to ever “smarter” access to contextually relevant information.
One particular arena in which information became increasingly important was
in military intelligence. During the Cold War, information came to be seen as an
end in itself (Ceruzzi 2003), foreshadowing more contemporary post-2001
programs of massive surveillance that have operated on the general principle of
collecting as much data as possible. It is thus always worth being mindful of this
when considering computational things that generate information that could be
seen as “intelligence” and/or used for control in some context.
Another trajectory has its roots in the American counterculture of the 1960s
and 1970s that came to expression in the burgeoning cyberculture of the 1990s
as a group of hippie entrepreneurs (including the founders of the Apple computer
company and Wired magazine) reimagined computers as tools that could be used
to serve the utopian ideals of personal liberation, expression, and community
building rather than warfare (Turner 2010). The first commercial sites on the
internet had some of the communal spirit of the early online communities, seen
in features such as reviews (and reviews of reviews) that allowed for policing of
sites (such as Amazon and eBay) that would not have been possible in a top-
down way; and this community element in fact became essential for such sites to
survive (Ceruzzi 2003). Now, it seems that every computational device and
application is in some way “social.” In this sense, the invitation or even
imperative to share with others can be seen as a heritage of both the communal
spirit of early cyberculture and the drive of both governments and businesses to
be able to find out what people are up to with ever-increasing speed and
precision.
It is also worth considering some of the basic aspects of computational
architecture, in which we can see that computers have always been assemblages
in a fundamental sense. Early computer models consisted of a central mainframe
computer with “dumb” terminals that were used to access it and perform
computations using a time-sharing model. The processor and display were
clearly separated. In fact, computer historian Paul Ceruzzi states that a “systems
approach” to studying the history of computing is not particularly helpful
because a modern computer “is a system: an arrangement of hardware and
software in hierarchical layers” (Ceruzzi 2003, 4). And again:
The word “software” suggests that there is a single entity, separate from the computer’s hardware, that
works with the hardware to solve a problem. In fact, there is no such single entity. A computer system
is like an onion, with many distinct layers of software over a hardware core. Even at the center—the
level of the central processor—there is no clear distinction: computer chips carrying “microcode”
direct other chips to perform the processor’s most basic operations. Engineers call these codes
“firmware,” a term that suggests the blurred distinction. (Ceruzzi 2003, 80)
Notes
1 An earlier version of part of this argument appeared in Wiltse (2017).
2 It should perhaps be emphasized that we will focus here only on data/information as it exists practically
in these systems, and not on the more foundational and also important aspects of these concepts in
themselves. For more on the philosophy of information, see, for example, the work of philosopher
Luciano Floridi (Floridi 2011).
6
Things in Themselves
Turning now to more basic ontological issues, we are not concerned here with
ontology and the nature of being in general, but rather the nature of being of
things that are fluid assemblages. However, as we loosen our grip on existing
lenses in order to try to see what is there in a more fundamental sense, there are a
few considerations of more basic ontologies that will be useful. Because we are,
after all, still inquiring into what is, even if only a particular subset.
Two of the most basic things that need to be accounted for when it comes to
the being of things are identity and change. In other words, how can something
be delineated as a this thing rather than as part of an undifferentiated whole?
What things are crucial for making that differentiation, and not just “accidental”?
And on the other hand, how is it possible to account for change, the fact that
things are not pure, stable, essential forms but rather changing their forms and
relations over time? Also, when addressing fluid assemblages we explicitly need
to account for these: on the one hand we need to account for their solidity, the
fact that they are actual entities that exist and do things in the world; on the other
hand, we need to account for the fact that they are in flux, and that any solidity is
only temporary.
Things can also be investigated at different scales, bringing into focus
dynamics from the very local and concrete up to the level of systems. Just as we
suggested in the earlier section that a basic understanding and awareness of
differences between general orientations to considering the role of things in
human activities can be useful, especially when working with multiple
perspectives, we here suggest that sensitivity to scale is important for similar
reasons.
Issues of structure at different scales can be seen in the interplay of two key
orientations that are foundational for a design approach: concern with
particulars and systemics (Nelson and Stolterman 2012), and the ways in which
they relate to each other. Much of design deals with the details of particulars,
both in the concrete formal and aesthetic expressions of things and in their
integration in specific contexts and practices of use. Some types of design also
deal explicitly with systems, and there are systems-oriented perspectives that
will be discussed in each section. However, it is important to recognize from the
outset the inherent interconnectedness and complexity of the real world. Thus,
our purpose in identifying so many different perspectives and issues here is not
in order to analytically break down our object of study into many different
component parts; rather, it is to provide fine-grained conceptual lenses that can
be used to develop sensitivities and analytic capacities that can be combined in
order to gain a better and more holistic understanding. This holistic and systemic
orientation is indeed fundamental for design, since every design “is either an
element of a system or a system itself and is part of ensuing causal
entanglements” (Nelson and Stolterman 2012, 57). In all designed things—and
especially in fluid assemblages—there is a constant interplay between the
particular and the systemic, and a temporary focus on one should not cause us to
lose sight of the other. In fact, we argue that fluid assemblages require a new
level of agility when it comes to moving between the two.
A consideration of properties and interactions addresses what it means to be
that kind of a thing at a basic level, and in which types of interactions they are
generally involved. But the significance of things is in many cases not due to
their existence in one instance, but rather in many—the fact that they are
ubiquitous enough to be implicated in larger-scale societal patterns and
dynamics. Indeed, things—whether tools, media, or computers—collectively
constitute a significant part of contemporary environments. Consideration of
different kinds of things in terms of systemics and scale thus addresses a more or
less quantitative question—what is it like to have not just one but many,
sometimes vastly many, of this kind of thing in the world? What are the
dynamics and consequences of things being interconnected, and of scaling up
and out? The qualitative question that is the counterpart of systemics and scale
is: What are the social implications and forms of life that are supported or
precluded, encouraged or foreclosed, in a world where these things hold a
significant sway?
In the following sections we will consider three basic orientations to
considering what things are: as stuff, assemblages, and objects or machines.
Each of these perspectives can be seen in multiple and vast bodies of work,
which can of course not be completely addressed here. The aim of this section is
also the opposite of being encyclopedic: rather than accounting for the full depth
and breadth of existing work, we want to get to the bottom of the basic elements
and contours. The references we give are indicative rather than comprehensive,
but they can also serve as entrance points for further investigation.
Stuff
Viewing things as “stuff” is perhaps the most basic way of relating to some other
entity in the world with a physical presence in our lives. The very word itself is
in fact telling, as “stuff” is such a general reference that it does not really say
much at all about the character of what is referred to. As such it can say
something about the way that people relate to things though. Think, for example,
of phrases such as “I have so much stuff” or “I need to get my stuff”; the
reference is not individual but aggregate, a particular selection of the total
accumulation of the various life accessories, basic necessities, prize possessions,
curios, and detritus that are our companions at various (and variously lengthy)
stages of life.1 The scale of this situation can be encountered with some force
when moving and needing to sort through one’s things that must be either
packed and moved or else somehow disposed of. This can be a time for making
quite particular kinds of calculations around the value that particular things bring
to one’s life in relation to the cost of keeping them, involving perhaps
considerations of utility, history, emotional attachment, expected future value,
and more. Stuff is a collection of things that have physical presence and are there
for us in the ordinary dealings of our lives, variously supportive and frustrating,
meaningful and mundane, broken down and repaired, treasured and discarded.
They have their own temporal trajectories and narratives that are anchored in a
teleological terminus of their eventually becoming waste (Viney 2014).
Our stuff can also say a lot about who we are, individually and collectively,
how we order our lives, what we value, what privileges we have or do not have,
and so on (Menzel and Mann 1994). The field of material culture takes stuff as
its object of study, showing that stuff not only reflects but also helps create who
we are and how we live our lives (Shove 2007; Miller 2013). The field of design
anthropology considers similar issues but in a way that is more active,
interventionist, and future-oriented (Gunn 2013). The practice turn in social
theory also places stuff in a central role, considering the ways in which things
become meaningful over time in everyday life (Cetina, Schatzki, and Savigny
2005). Diving even deeper, Martin Heidegger famously saw relations with things
as fundamentally constitutive of our dwelling in the world (Heidegger 1993).
At this everyday level of relations with stuff, it is not strictly rational
functionality that determines the development and uses of objects. Jean
Baudrillard demonstrated this at length in his book The System of Objects,
arguing that “it is the whole system of needs, socialised or unconscious, cultural
or practical—in short, a whole inessential system, directly experienced—which
surges back on to the essential technical order and threatens the objective status
of the object itself” (Baudrillard 2005, 7). Rather than being essential to it, form
becomes a connotation for function, as in the tail fins of mid-twentieth-century
American cars that signified speed but were functionally counterproductive
(Baudrillard 2005). Baudrillard’s remarks summarizing this situation seem now
remarkably prescient and relevant to fluid assemblages (Baudrillard 2005, 67):
Every object claims to be functional, just as every regime claims to be democratic. The term evokes all
the virtues of modernity, yet it is perfectly ambiguous. With its reference to “function” it suggests that
the object fulfils itself in the precision of its relationship to the real world and to human needs. But as
our analysis has shown, “functional” in no way qualifies what is adapted to a goal, merely what is
adapted to an order or system: functionality is the ability to become integrated into an overall scheme.
An object’s functionality is the very thing that enables it to transcend its main “function” in the
direction of a secondary one, to play a part, to become a combining element, an adjustable item, within
a universal system of signs.
Assemblages
Unlike notions such as “stuff” or “things,” most of us do not use the notion
“assemblage” to relate to entities we encounter. Thus, it is not very
straightforward to account for how relating to things as assemblages turns out in
everyday life. The concept does, however, offer significant potential when it
comes to analysis. The notion of assemblage was introduced in Chapter 3, thus
here we will only mention a few additional aspects as we position the different
ontological orientations in relation to each other.
The key reason we make use of assemblage is that it allows us to be rather
precise with regards to how a certain whole comes into being—even as we
engage with a rather naïve understanding of this idea.4 As we try to discuss in
this book, the perhaps most critical aspect of these networked computational
things is how they draw matter and matters together in often very complex ways.
And to better see how this is done, Manuel DeLanda’s key characteristics of
assemblages are quite useful:
Objects/machines
It is at this point following the other two sections that it in some ways becomes
particularly difficult to make clear-cut distinctions among these different ways of
conceptualizing things, since there is much in object-oriented perspectives that
includes ideas about materialism and assemblages. However, there are also a
number of other key insights that are particular to the object-oriented
philosophical movement that has emerged within the last decade or so.
The overall umbrella of this movement has been called the speculative turn,
developing as a counter to the linguistic turn that had made it impossible to talk
about anything other than language that can never escape its own webs of
significations to reach any reality outside of itself (Bryant, Srnicek, and Harman
2011). The movement was ignited by the philosopher Quentin Meillassoux’s
diagnosis of correlationism as the condition that has haunted all of philosophy
since Kant: a concern with correlation, “the idea according to which we only
ever have access to the correlation between thinking and being, and never to
either term considered apart from the other” (Meillassoux 2009, 5). Thinking
about the world had turned into thinking about only the relation between human
and world, and speaking of anything as existing “in-itself” had become the
height of philosophical naiveté. But in accepting these foundational terms for
inquiry, Meillassoux suggests:
Contemporary philosophers have lost the great outdoors, the absolute outside of pre-critical thinkers:
that outside which was not relative to us, and which was given as indifferent to its own givenness to be
what it is, existing in itself regardless of whether we are thinking of it or not; that outside which
thought could explore with the legitimate feeling of being on foreign territory—of being entirely
elsewhere. (Meillassoux 2009, 7)
In fact, we see the presence and tension between dynamics associated with both
materialism and immaterialism in the case of fluid assemblages: the fact that
they are in flux, but also stabilize as particular things with particular capabilities
and agencies. The concept of object is helpful here, referring to “any entity that
cannot be paraphrased in terms of either its components or its effects” (Harman
2016, 3). This helps in recognizing entities that exist as such across different
scales.
Another term that has been used and that is also quite relevant for our project
is machine. The distinction between tools and machines that Lewis Mumford
made early in the twentieth century is still remarkably relevant:
The essential distinction between a machine and a tool lies in the degree of independence in the
operation from the skill and motive power of the operator: the tool lends itself to manipulation, the
machine to automatic action. (Mumford 2010, 10)
A key method for this mapping activity among entities that are fundamentally
foreign to us is alien phenomenology. In his book on the subject, Bogost
describes the kind of speculative practice that is needed:
Speculative realism really does require speculation: benighted meandering in an exotic world of utterly
incomprehensible objects. As philosophers, our job is to amplify the black noise of objects to make the
resonant frequencies of the stuffs inside them hum in credibly satisfying ways. Our job is to write the
speculative fictions of their processes, of their unit operations. Our job is to get our hands dirty with
grease, juice, gunpowder, and gypsum. Our job is to go where everyone has gone before, but where
few have bothered to linger. (Bogost 2012, 34)
One of the objects to which Bogost has devoted the most attention is the
computer, an object in its own right that can clearly be seen as having its own
withdrawn reality and agencies. He also argues for a practice of “philosophical
carpentry,” building things as “philosophical lab equipment” (Bogost 2012, 100).
This resonates remarkably well with practices of constructive design research,
which in turn would need to work with an orientation of alien phenomenology in
order to adequately investigate the character and possibilities of fluid
assemblages.
There is in fact some work already along these lines, as in work on “thing
ethnography” in which things serve as participants in inquiry in capturing the
world around them (Giaccardi et al. 2016); and in the “Morse Things” project
that investigates what it could be like to live together with things that are
networked and communicate with each other (Wakkary et al. 2017). This kind of
material speculation is indeed becoming increasingly important as we are now
living with entities that interact with each other not only on the basis of their
“natural” physical properties (as in the case of fire and cotton), but that have
designed properties that allow them to interact with each other. Designing these
kinds of things means, then, not only designing things, but designing ecosystems
and the connections among entities that are their mechanisms of evolution.
Notes
1 A beautiful art/photography project illustrating this is Material World: A Global Family, portrait by
Peter Menzel and Charles Mann (1994). It shows portraits of families outside their houses with all their
possessions laid out and listed.
2 https://www.fairphone.com/en/, accessed October 23, 2017.
3 https://www.fairphone.com/en/our-goals/, accessed October 23, 2017.
4 Indeed, as Manuel DeLanda points out, not only does the English translation of the French term
“agencement” imply that we lose aspects of its original meaning, pinning down the concept is made
further complicated by Deleuze and Guattari offering several different definitions so that “each
definition connects the concept to a separate aspect of their philosophy, using the terms that are relevant
for that aspect, so when taken in isolation the different definitions do not seem to yield a coherent
notion” (DeLanda 2016, 1).
7
A Conceptual Toolkit
While the kind of fluid assemblages addressed in this book are in many ways
relatively new, they also connect to existing dynamics and trajectories and there
is already much to work with in terms of conceptual tools that can help us better
articulate and make sense of what is going on. The aim of this chapter is to
identify some basic components of such a conceptual toolkit, and the kinds of
analytic uses to which they can be put.
The perhaps most obvious approach to accounting for existing scholarship
regarding a particular set of concerns would be in terms of disciplinary
trajectories, and the related historical developments in their objects of study.
However, making disciplinary distinctions can be a fraught enterprise. Rather
than being driven by a desire to add another installment to one particular
disciplinary narrative, we want to work in a more transdisciplinary manner that
is motivated by what we have in front of us and need to account for. For this
reason we are much more interested in the kinds of analytic distinctions that can
be useful in making sense of various aspects of things. What we are after here is
conceptual precision, nuance, and utility in analytic tools that can help us see
and account for key elements of things in a multifaceted, holistic way. This
means that in our investigation of existing scholarship we are on the lookout for
aspects of things that they can bring into focus.
There is a fine line between aiming for transdisciplinarity and simply being
undisciplined. In some ways it may seem that we stray toward the latter as we
interpret and misinterpret, use and misuse the conceptual tools we now borrow
from contexts to which we do not exactly belong. But what we aim to do is to
work in a way resembling the structure of the objects we study: “things” coming
together by assembling technologies and transcending concepts that were
initially developed for different places and purposes. This said, we also
intentionally make quite extensive use of quotations, inviting other voices to join
our assemblage in their own words in order to keep crucial aspects of their
original context.
We believe that just as these “things that change” need to be approached as
fluid assemblages, so does our account of them. The perhaps not so surprising
but still equally important image that this yields is one not that different from
looking at something in a shattered mirror: some things are clearly seen in some
places, but overall the image is fragmentary and it is truly difficult to trace
continuous contours. The insight dawns upon us that this might not only be an
effect of the limited reach and concern of these perspectives, but perhaps more
fundamentally because the phenomena at hand will not be contained within one
account, that there might not be a single complete description, no unified theory.
Any notion of one perspective being more “foundational” than another is thus
quite misleading, as there is no bottom to be reached, no firm ground to be
found. Rather, what we face here in terms of theory is structurally not that
different from the things we study: layers and layers of connections between
concepts, descriptions, and perspectives that, while each making sense on their
own, still require us to be mobile in order to understand how a “bigger” picture
is emerging. Indeed, while there are dimensions also in a rhizomatic structure
like this, there are no given directions. It is not particularly important to
determine if one term is more foundational than another, but it is crucial to
understand the relation between a perspective and what can be seen from that
point of view. In this we in some ways still heed the mantra echoing in
philosophy since Kant’s own Copernican Revolution: to understand our world,
we need to turn to the things themselves—however problematic and even
contradictory that at times may seem. Again, we therefore ask: what is this thing
we’re making and using?
Experiential
As a starting point, we begin at the place where we first encounter things in
ordinary life: as they enter into experience in personally meaningful ways.
Equipment
Arguably, the most famous and influential philosophical analysis of tools was
put forward by Martin Heidegger. Before considering it directly though, we need
to look at its context. The project in his major work Being and Time (Heidegger
[1927] 2010) was to formulate the question of the meaning of being. The
primary element of this investigation concerned the kind of being who asks this
question about the nature of being as such—which is to say, human beings. This
kind of being that is fundamentally concerned about its own being he terms
Dasein. Following in the tradition of phenomenology and his teacher, Edmund
Husserl, the structure of being of Dasein for Heidegger is always being-in-the-
world. It is this structure that he sets out to investigate.
The phenomenological method he uses takes phenomena as its unit of
analysis, which he understands as something “showing itself in itself.” This
“self-showing” of phenomena is always the basis for appearances, which, in
fulfilling their function, refer back to the phenomena. This is a fundamental
relationality in which we encounter things as they exist for us. Moreover, the
“being toward the world” of Dasein “is essentially taking care” (Heidegger 2010,
57). This is care in an ontological sense, not in the sense of affection or distress
or similar; we take care about the things we encounter because of the basic fact
that they are caught up together with us as the world in which we have our
being. It is only “when we put ourselves in the place of taking care in the world”
(Heidegger 2010, 67) that other beings become accessible.
This is (an extremely condensed version of) the path that leads Heidegger to
his consideration of tools, and our relation to them. He states that the beings we
encounter when taking care in the world are not just things, but rather useful
things, or equipment1—things that we can use in order to do something. This
structure of “in order to” that is essential in our relation to useful things also
contains other references: useful things are related to other useful things. It is
this totality of useful things that is discovered “always already … before the
individual useful thing” (Heidegger 2010, 68). Moreover, when we deal with a
useful thing, we are not dealing with or even considering it as such and in itself,
but rather in the sense and to the extent that we are able to adequately
appropriate it for something.
Here we arrive at the breakthrough insight in Heidegger’s analysis of our
relations to things, in which he has been discussing the example of hammering
with a hammer:
In such useful dealings, taking care subordinates itself to the in-order-to constitutive for the particular
utensil in our dealings; the less we just stare at the thing called hammer, the more we take hold of it
and use it, the more original our relation to it becomes and the more undisguisedly it is encountered as
what it is, as a useful thing. The act of hammering itself discovers the specific “handiness”
[“Handlichkeit”] of the hammer. We shall call the useful thing’s kind of being in which it reveals itself
by itself handiness [Zuhandenheit]. It is only because useful things have this “being-in-themselves”
[“An-sich-sein”], and do not merely occur, that they are handy in the broadest sense and are at our
disposal. (Heidegger [1927] 2010, 69)
And further:
What is peculiar to what is initially at hand is that it withdraws, so to speak, in its character of
handiness in order to be really handy. What everyday dealings are initially busy with is not tools
themselves, but the work. What is to be produced in each case is what is primarily taken care of and is
thus also what is at hand. The work bears the totality of references in which useful things are
encountered. (Heidegger [1927] 2010, 69)
The paradox here is that the more closely we engage with something and it is
thus revealed to us as what it is, the less we are actually aware of it. It
“withdraws” as we focus on what it is that we are using the thing to do. It comes
into objective presence only when its “handiness” turns into “unhandiness,”
when our use of it breaks down for some reason as it becomes damaged or is not
working well for our purpose. Rather than being withdrawn in smooth and
effective use, it becomes conspicuous and obtrusive as an obstinate, broken tool.
Under normal circumstances, then, when things are serving their function as
equipment for us, we are caught up in our activities and the things are, in a
fundamental sense, not present for us. Heidegger summarizes this interpretation
by saying that “being-in-the-world signifies the unthematic, circumspect
absorption in the references constitutive for the handiness of the totality of useful
things” (Heidegger 2010, 75).
Although Heidegger’s concern was ontology at a fundamental level, this
insight about things withdrawing from awareness during effective use can be
applied in quite practical ways. It has, for example, been used in relation to
understanding interactions with computational things in the context of human–
computer interaction, which originated as a project of designing interfaces that
would make it possible for humans to use complex computational systems (e.g.,
Winograd and Flores 1986; Dourish 2001). Withdrawal in handy use can even be
seen as a goal for design: when something works well, it should disappear from
the user’s awareness and allow for focus on the project at hand. When computers
and graphical user interfaces were relatively new this might have seemed like an
ambitious goal indeed. However, now computational devices are commonplace
and use a number of familiar standard interaction conventions (e.g., dragging,
swiping, opening and closing windows, and so on); so rather than being clunky
and frustrating to use, they are now often (even if not always!) easy to use at the
level of basic interaction, even working seemingly “automagically” or being (by
careful design) addictively pleasurable to use. This sentiment can also be seen
explicitly in the advertising for the iPhone X, which is described as having a
screen “so immersive the device itself disappears into the experience.”2
This has significant implications as “use” of a thing is now increasingly
distinctly different for different kinds of users versus for the owners of the
broader system; what appears to us as a “useful thing” is in many cases just one
of many manifestations of a fluid assemblage. Consider Facebook for instance:
to the typical user it is a social platform for staying in touch, for sharing updates,
photos, and more; to the typical advertiser, it is a highly structured marketplace
where the data gathered allows advertising to be targeted to very specific groups
based not only on general demographics or distribution patterns, but on personal
data, interests, mobility, properties of their social network, and so on. Indeed,
entering the Facebook website as an average user, one is greeted by statements
like: “Connect with friends and the world around you on Facebook” and “It’s
free and always will be.” Entering as a potential customer on Facebook business,
on the other hand, one is informed that “Advertising on Facebook makes it easy
to find the right people, capture their attention and get results” along with
examples of success stories of “how businesses similar to yours are growing
with Facebook marketing.” That different stakeholders, and in particular
producers and consumers, have different relations to things is certainly nothing
new, nor is it particularly surprising that such groups have different reasons for
attending to a given thing. But what has happened in cases such as Facebook and
Google is they are now quite different things to different people: on one hand a
way of staying in touch with friends, on the other a marketing platform; on one
hand a tool for finding information, on the other a data harvesting machine to
optimize targeted advertising.
It is crucial that we do not dismiss this complexity in simple terms such as
whether this is good or bad, right or wrong, but rather actually acknowledge that
what seems to be a fairly straightforward relation to technology as something
that is there for us as useful things is really much more complex. These fluid
assemblages are in fact anything but straightforward when it comes to how, and
to whom, they come to appear as “useful things”—and what those uses are.
Engagement
Another aspect of things that was a focus in Heidegger’s later work is the way in
which they entail a gathering of different elements. Distinguishing things from
mere objects, he asserts that things stand on their own and are not dependent on
our representations of them as objects are. He goes on to describe how things
rather gather together in themselves the “fourfold” of earth and sky, divinities
and mortals. Somewhat less poetically, he also connects to a more originary
meaning of the word thing:
The Old High German word thing means gathering and indeed a gathering for the negotiation of an
affair under discussion, a disputed case. Consequently the Old High German words thing and dinc
become the name for an affair; they name what concernfully approaches the human in some way, what
accordingly is under discussion. (Heidegger [1994] 2012, 12)
When it was pointed out the speed limit in the park is 20mph, his record was removed, the BBC took
down a video of the ride, and Millar apologised for his “naivety.” But the current record involves an
average speed of 28mph and is still on the site, begging to be beaten. (Usborne 2013)
To understand what this becomes, we cannot just look at the different parts—the
GPS watch, the sensors, the data collection, the services, the connections
between them, what content users upload, etc.—we need to look at how they
come together in the “things” we use. Until recently, such devices have been
considered specialized sports equipment rather than general watches, but the
tendency is clear: this kind of “bringing together” is quickly becoming part of
things intended also for more general use. Consider the Apple Watch for
instance: while it lacks some of the sensors mentioned earlier, it makes use of its
continuous connection to the iPhone to provide additional functionalities.
Although in some ways an extension of the interaction with the iPhone, it also
adds important new aspects of wear such as the continuous tracking of certain
bodily data such as heart rate and movement. It might not track your
performance the way the sports watches do during a race, but there is certainly
an element of performance and progress also here: how much do you move
around, what is your average heart rate, how many stairs did you climb today,
what was your sleep like, etc. But unlike the previous sports watches, the Apple
Watch combines this new and extended functionality with an exterior design that
instead strongly enforces our perception of the thing as a “watch”: ranging from
its sleek and minimalistic form to the traditional faces it is often presented with,
it is at the same time a statement of innovation and a strong statement of
continuity.
With such technological advances in mind, it is not difficult to imagine also
the toothbrush as a site of bringing together, of making a wider range of
relations, objects, data and more, present through the engagement with this
“useful thing.” Given its place in our daily routines, it could become a means for
presenting what lies ahead during the day or summarizing what has passed,
equipped with sensors it could become a tool for tracking health (saliva is a
promising biofluid for early detection of a range of diseases), and so on and so
forth. But what is here hidden, and what is revealed? And more than anything,
what is through technology transformed from one useful thing into another, as
when the paved road is transformed from surface for easy transportation to race
track, along with our relations to other people, the different social rules we
assume apply, and much more?
Borgmann’s framework has been rightly criticized for its extreme pessimism
about the merits and effects of devices, and for the nebulousness of his concept
of engagement. Verbeek (2005), for example, argues that things that Borgmann
would see as devices that disburden users in ways that threaten focal things and
practices, such as a CD player or television, do not necessarily do so. While it
might be possible to recognize a general pattern of disengaged consumption as a
diagnosis that could be appropriate in many cases, it is less clear cut to apply it
in blanket terms to one or another particular kind of thing. However, the concept
of engagement is still a useful one for considering the character of interactions
with and through things, what and how much they require of us, and how they
connect us to or disconnect us from our material and social worlds.
Similarly to Heidegger, we can also see here in Borgmann’s analysis a
dynamic of presence and withdrawal, a contrast between a condition where
things are characterized by a certain openness in their function and where they
light up and activate networks of rich relations in the world around them, and a
condition in which they hide the details of their operation from view and enable
effortless, disconnected, and distracted consumption of commodities. The latter
situation in which operation is hidden from view and does not require user effort
or awareness seems to be particularly characteristic of modern computational
technologies, and indeed increasingly the other kinds of things that now often
have computational components embedded in them. Think of vehicles, for
example; it is from these things that we get the expression of “looking under the
hood” as a way to open something up in order to try to figure out how it
functions or, more typically, why it is malfunctioning and what might be done to
repair it. Now, however, it seems vehicle components are being gradually
engulfed in various coverings that shield them from observation and intervention
by the “unauthorized,” while their computational components are visually and
practically impenetrable in more fundamental ways.
Technological mediation
Technospheres
Technical
Now that we have briefly considered the human side of technological mediaion,
we need to turn to what happens at the level of the technologies. And here we
also need to make a very important shift from thinking in terms of human agency
to thinking in terms of also technological agency. To consider what these things
actually do, it is necessary to look not only at what humans do with them but
what they do themselves—both in response to human action and more
independently.
However, at the same time it is important to remember that all technologies
are, by definition, part of the artificial world that is created, configured, and
maintained by humans. They are, in very important ways, always sociotechnical.
Our focus on the technical here is then meant to be just that: a focus, but one that
is not meant to in any way remove technologies from their social contexts of
production and use. However, we also need to be able to examine their
properties and character, their durable and consequential presence in the world.
And it turns out that in doing this we always end up running back into the social
anyway.
Interfaces tell stories about what is going on in machines and in the aspects of
the world that they mediate, but they and the software underlying them also do
things themselves.
Protocols and interfaces are, then, rules and zones of connection, sites of
affecting and being affected. They are the connective tissue of systems and
ecosystems, the trading zones that enable flows and exchanges and cascading
effects. In (at least) computational systems, they are activated by algorithms.
Algorithms
Here Finn points directly at one of the big puzzles of fluid assemblages: how can
computation become a “thing” with a presence in the world? It is here at the
level of algorithms that we find a key part of the answer. It is also worth noting
how quotidian our interactions with algorithms have become. While many
operate outside of our awareness and understanding, we are also now
accustomed to algorithmic recommendations (of the form “since you enjoyed
this, you might also like … ”) and wondering about how the Facebook
algorithms determine what should be shown in our newsfeeds (Bucher 2012).
In considering algorithms, we need to first go even further back than the
algorithms at work in a single thing to consider the historical logic and
assumptions underlying them that guide what they do. Finn (2017) points to
magic and sorcery as forerunners of the kind of logic in which words actually do
things in the world, and to cyberpunk novels as explorations of how this logic
plays out in the (imaginary) cultural space of computation. In addition to this
mythological origin story is also the pragmatic engineering conception of
algorithms in terms of problems and solutions, which is now the main logic
governing computational development. This logic is also underpinned by what
David Golumbia (2009) refers to in his critique of “computationalism”: a belief
in the power of computing that tends to be associated with instrumental reason,
the “essential politics of the algorithm” (Finn 2017, 18). The assumptions about
the nature of the universe and how it can be dealt with that underlie the
pragmatic conception of algorithms Finn (2017) refers to as “effective
computability.” He traces it back to the Turing machine and its suggestion of
universal computation, and to attempts at mathematical proofs of effective
computability that seem to indicate a movement toward universal truth, but
always with a remainder that does not fit left over. Algorithms have, then,
always “encoded a particular kind of abstraction, the abstraction of the desire for
an answer” (Finn 2017, 25).
One key early site where notions of effective computability were developed
was in cybernetics. Cybernetics was developed after the Second World War as a
field concerned with studying messages as a means of communication and
control (Wiener 1968). It claimed to be a universal science, applying to and
explaining social as well as physical reality (Bowker 1993). Importantly, it was
founded on a probabilistic theory of messages, reflecting the shift from
Newtonian mechanics to probabilistic models of the physical universe earlier in
the century. This meant that completely accurate and certain models were never
a goal in cybernetics, since they were then known to not be achievable. Rather,
the goal was information and models that were adequate for some particular
purpose. This paved the way for computer simulations being seen as reasonable
objects of study in relation to all sorts of physical, social, and biological
phenomena (Finn 2017).
In addition to the “good enough” logic of probabilistic simulations, one other
significant legacy of cybernetics for our purposes is its focus on how entities use
information to adjust to their environments in order to maintain their integrity
(homeostasis) and resist decay (entropy). This includes both living and non-
living organisms. In the words of cybernetics founder Norbert Wiener (1968,
27):
It is my thesis that the physical functioning of the living individual and the operation of some of the
newer communication machines are precisely parallel in their analogous attempts to control entropy
through feedback. Both of them have sensory receptors as one stage in their cycle of operation: that is,
in both of them there exists a special apparatus for collecting information from the outer world at low
energy levels, and for making it available in the operation of the individual or of the machine. In both
cases, these external messages are not taken neat, but through the internal transforming powers of the
apparatus, whether it be alive or dead. The information is then turned into a new form available for the
further stages of performance. In both the animal and the machine this performance is made to be
effective on the outer world. In both of them, their performed action on the outer world, and not merely
their intended action, is reported back to the central regulatory apparatus.
We will circle back to these aspects of algorithmic culture later on. But first,
we need to dive down one more level. As protocols and interfaces are activated
by algorithms, algorithms in turn rely on data and information as the material
that they process.
The gaps that can be filled by “big data,” and increasingly also by the new forms
of intelligence surrounding what is called “meta-data,” thus not only connect the
dots when it comes to potential customers, their needs and desires, but
increasingly also to the inherent logic of the market in question. While examples
such as the ones mentioned earlier will soon be dated and others added, there
seems to be underlying movement here that certainly points in a direction but
that is also hard to predict—indeed, that it would be a company emerging from
the plethora of software start-ups that eventually would shake the financial
ground of newspapers worldwide by offering a different way of advertising was
not something many anticipated. Perhaps it is therefore not so surprising that
obtaining a “God’s eye view” using “big data” also becomes big business.
To understand how such advantages are made and maintained using big data,
let us consider an example from the opposite end of the spectrum, that of people
forming also intimate relations using technological tools. In an article in The
Guardian, Judith Duportail describes the experience and results of requesting
and reading her data as registered by Tinder:
I asked Tinder for my data. It sent me 800 pages of my deepest, darkest secrets. … At 9.24pm (and one
second) on the night of Wednesday 18 December 2013, from the second arrondissement of Paris, I
wrote “Hello!” to my first ever Tinder match. Since that day I’ve fired up the app 920 times and
matched with 870 different people. I recall a few of them very well: the ones who either became
lovers, friends or terrible first dates. I’ve forgotten all the others. But Tinder has not. … Some 800
pages came back containing information such as my Facebook “likes,” my photos from Instagram
(even after I deleted the associated account), my education, the age-rank of men I was interested in,
how many times I connected, when and where every online conversation with every single one of my
matches happened … the list goes on. (Duportail 2017)
Such combinations of data, however, do not only come together for the purpose
of the “perfect match,” but extend beyond this particular application:
The trouble is these 800 pages of my most intimate data are actually just the tip of the iceberg. “Your
personal data affects who you see first on Tinder, yes,” says Dehaye [privacy activist Paul-Olivier
Dehaye from personaldata.io]. “But also what job offers you have access to on LinkedIn, how much
you will pay for insuring your car, which ad you will see in the tube and if you can subscribe to a
loan.” (Duportail 2017)
Indeed, the notion of a “God’s eye view” based on big data might be suggestive,
but there is something quite real about what new possibilities are being opened
up through abstraction and aggregation here: how new structures spanning
multiple contexts not only can be registered but can actually be put in use in
runtime. Big data is still also just data that constantly feeds various algorithms
and feedback mechanisms—scenarios such as the one involving Tinder
discussed earlier is not the result of months of human analysis and intelligence,
of ethical and other considerations leading to decisions; it is the outcome of
machines running algorithms fed with data. It is also from this perspective we
need to consider what is now emerging as “artificial intelligence”—intelligence
understood not only in the sense of a capacity to learn or to reason, but
increasingly instead in the sense of intelligence agencies gathering information
to predict and control.
An interesting example of how big data is used to form new assemblages is
Netflix’s investments in producing original content. The origin of one of its early
success stories, “House of Cards,” is said to stem from data harvested pointing to
an effective intersection of viewing interests between political thrillers, director
David Fincher, actor Kevin Spacey and the older British TV series. In an
interview with The New York Times in early 2013, the company’s chief
communications officer Jonathan Friedland said, “Because we have a direct
relationship with consumers, we know what people like to watch and that helps
us understand how big the interest is going to be for a given show. It gave us
some confidence that we could find an audience for a show like ‘House of
Cards’” (2013). The article further comments that “Netflix has always used data
to decide which shows to license, and now that expertise is extended to the first-
run. And there was not one trailer for ‘House of Cards,’ there were many. Fans
of Mr. Spacey saw trailers featuring him, women watching ‘Thelma and Louise’
saw trailers featuring the show’s female characters and serious film buffs saw
trailers that reflected Mr. Fincher’s touch.”
With respect to just how detailed such decisions based on data might be, Phil
Simon in an article in Wired, the year after, uses the example of how the “House
of Cards” cover was designed down to the proportions of color hues:
At Netflix, comparing the hues of similar pictures isn’t a one-time experiment conducted by an
employee with far too much time on his hands. It’s a regular occurrence. Netflix recognizes that there
is tremendous potential value in these discoveries. To that end, the company has created the tools to
unlock that value. At the Hadoop Summit, Magnusson and Smith talked about how data on titles,
colors, and covers helps Netflix in many ways. For one, analyzing colors allows the company to
measure the distance between customers. It can also determine, in Smith’s words, the “average color of
titles for each customer in a 216-degree vector over the last N days.” (Simon 2014)
Technological ecologies
Some technological systems are designed from the top down, perhaps most
commonly organizational systems where use and associated routines can be
enforced bureaucratically. But in more general terms, things always exist in
some kind of relation to other things, and they can be pulled together into ad-hoc
“systems” in use. These evolving relations and practices can then in turn feed
into more explicit design to support these interconnections in better ways. This
recognition has been labeled with terms like “product ecology” (Forlizzi 2008)
and “device landscapes” (Stolterman et al. 2013) in the field of human–computer
interaction.
However, there are already existing examples of intentionally designed and
curated technological ecologies. Perhaps the most well known is Apple. Its
ecosystem is certainly designed (and controlled) in a quite top-down fashion, yet
this has also been done by implementing connections among its devices. This
has been accomplished in large part through its user accounts, currently on the
iCloud platform. This system not only enables the syncing and transfer of data
and preferences across devices in current use, but also between old and new
devices. It is a system that allows evolution both in terms of Apple’s own
collection of devices and also in terms of an individual user’s collection as it is
expanded and upgraded over time. And indeed this constant upgrading and lack
of attachment to any particular device is very much part of Apple’s business
model, and the rapid outdating of devices accompanied by much-hyped and
“best ever” updates part of every Apple device owner’s experience.4 This
dynamic can also be seen in similar platforms, such as Google and the suite of
interconnected applications and devices it supports.
Another mechanism for supporting development in technological ecosystems
is the application programming interface, or API. These open protocols basically
allow apps to become services for other apps, and to plug in to certain kinds of
functionality that they offer. One notable early example is Twitter, whose API
allowed an ecosystem of associated apps and services to grow up around it.
Other types of mechanisms that are even further beneath the surface support
things like cross-platform authentication and content serving and customization.
This ecological structure of artifacts evolving in relation to each other and
their use can be seen at a more foundational level in philosopher of technology
Gilbert Simondon’s structural analysis of technology (Simondon [1958] 2017).
He looks at technical objects in terms of their genesis and emergence of
consistency and convergence at three levels: the element, the individual, and the
ensemble. He sees technologies (such as a car engine) starting as rather abstract
ideas with each component conceived more or less independently and strictly in
terms of its function. However, when technologies are actually brought into
existence these structures have reciprocal influences on each other during
operation (through generated heat or motion and so on, in the case of
thermodynamic machines). This means that in order for it to function properly
these components need to work together in harmony, and pressure for good and
efficient operation can lead to a convergence of functions in components that
might have originally been conceived of as doing one thing in the more
“abstract” initial version of the technology. The end result of this evolution
through a series of technical objects is “a system that is entirely coherent within
itself and entirely unified” (Simondon [1958] 2017, 29).
Simondon thus saw this internal structural rationality of technical evolution as
something leading toward the most essential and concrete expression of a
particular technical idea (as opposed to the competing “inessential” and
superficial demands of customers for particular kinds of superficial styling).
However, addressing similar but somewhat more contemporary dynamics,
virtual reality and digital media pioneer Jaron Lanier (2010) laments what he
refers to as technological “lock-in” through software, where existing structures
guide further development in ways that effectively cut off other possible paths.
Lock-in is, he says, “like a wave gradually washing over the rulebook of life,
culling the ambiguities of flexible thoughts as more and more thought structures
are solidified into effectively permanent reality” (Lanier 2010, 9). An example
he uses is the MIDI format, a rigid structure for representing musical notes that
previously “transcended absolute definition” (Lanier 2010, 9).
The particular dynamics of technological ecosystems vary, and there are
certainly significant differences between the industrial technical objects
Simondon considered and the digital ones that Lanier did. However, for present
purposes, it will suffice to note in summary that technical artifacts interact with
each other both directly and indirectly in complex ecosystems; and that these
interactions influence both configurations at particular moments in time in
particular contexts and the ways in which both artifacts and ecosystems develop
over time.
Other concepts that are often used in relation to systems and ecologies are
platforms and infrastructures. These terms refer to the relatively stable structures
that provide common resources for the operations of other things. For example,
classic examples of industrial infrastructures would include water and sewer
systems, transportation networks, electrical grids, and telecommunications
systems. The internet and World Wide Web have now effectively become
infrastructures in the sense that they are common resources that are used for a
vast array of processes and activities across sectors and industries, work and
everyday life.
However, the common sense understanding of infrastructure as inert substrate
is not quite accurate. Research in science and technology studies has shown that
infrastructure is fundamentally relational, becoming infrastructure in relation to
organized practices (Star and Ruhleder 1996; Star 1999). In a seminal article,
Star and Ruhleder (1996) proposed a set of characteristics of infrastructure: that
it is embedded in other structures and sociotechnical arrangements, transparent
in use, having a reach or scope beyond one particular site or event, learned as
part of membership in a group or organization, linked with conventions in
particular communities of practice, embodying standards that allow it to connect
to other infrastructures and tools, built on an installed base with a certain inertia
that resists change, and becoming visible on breakdown.5
The concept of platforms is somewhat similar, but has its roots in media
studies and focuses on a somewhat different set of issues. While infrastructure
studies “has highlighted key features of infrastructure such as ubiquity,
reliability, invisibility, gateways, and breakdown,” key features in platform
studies “include programmability, affordances and constraints, connection of
heterogeneous actors, and accessibility of data and logic through application
programming interfaces (APIs)” (Plantin et al. 2017, 2). The term “platform”
itself has also served a key role in the discourse around networked computational
systems and services, as technology companies use the term flexibly to position
their offerings in relation to various contexts and concerns (Gillespie 2010). A
social media platform can be a “platform” for self-expression and even
democracy, but then also “just a platform” when questions about regulation
applying to media content providers come to the fore.
As Plantin et al. (2017) have argued, both concepts are needed in order to
understand entities such as Google and Facebook. While they have many
characteristics of platforms, being highly programmable and supporting a range
of apps, platforms and platform ecologies have also become in practice like
large-scale infrastructures. For example, in the case of Facebook:
Viewed simultaneously as an infrastructure and platform, Facebook presents a disturbing image. As an
infrastructure, Facebook is progressively expanding and embedding itself in our daily existence, taking
over more and more functions formerly provided by other, less restrictive means. The API, as a
gateway, transforms Facebook from a centrally controlled system into something more like a network
of independently developed, yet seamlessly interconnected systems and services. As a proprietary,
largely opaque platform, Facebook filters our daily communicative acts through a profit-extracting
sieve, deploying its intimate view of users’ activities and relationships for the benefit of advertisers and
others, who in turn provide further data (via the API) for the Facebook social graph. As a result, its
power to shape our communication behavior for its own ends increases. (Plantin et al. 2017, 12)
Societal
We have already in the previous sections encountered societal dimensions of
things as they are part of our lifeworlds and as they exist as technologies that do
particular things in the world. Now we turn to face these dimensions squarely,
looking at the character and implications of things as both products of and actors
in society.
Critiquing the conventional view of things that considers them only in terms of
their making and use, political theorist and philosopher of technology Langdon
Winner has argued that, rather than being only neutral aids to human activity,
they are also “powerful forces acting to reshape that activity and its meaning”
(Winner 1986, 6). Moreover, he asserts that as “they become woven into the
texture of everyday existence, the devices, techniques, and systems we adopt
shed their tool-like qualities to become part of our very humanity” (Winner
1986, 12). Seen in this light, technological design becomes a historical process
of world-making, a perspective much in line with current scholarship in design
studies (Yelavich and Adams 2014; Fry, Dilnot, and Stewart 2015). It also points
to a different set of questions than those that are typically asked about
technology. As Winner puts it:
From this point of view, the important question about technology becomes, As we “make things
work,” what kind of world are we making. This suggests that we pay attention not only to the making
of physical instruments and processes, although that certainly remains important, but also to the
production of psychological, social, and political conditions as a part of any significant technical
change. Are we going to design and build circumstances that enlarge possibilities for growth in human
freedom, sociability, intelligence, creativity, and self-government? Or are we headed in an altogether
different direction? (Winner 1986, 17)
Winner (1986) also addresses head-on the fraught question of whether artifacts
“have politics.” Although it is not terribly difficult to see that they can be used
for political ends, the idea that there can be something inherently political about
certain technologies is much more controversial. As one example of how this
might be the case, he offers the now-classic case of the low-hanging bridges in
New York.6 These were part of the significant developments in the city’s
infrastructure that were led by master city planner Robert Moses. One effect of
these low bridges was to prevent buses from using the parkways. Moses was,
according to his biographer, a racist and a classist, and through the design of his
bridges he was able to effectively limit the mobility of poor people and blacks
who most relied on public transit, in particular discouraging their use of his prize
development, Jones Beach. This was especially significant in that the bridges
enforced the prejudices of their designer even after he was no longer around.
The powerful role of technologies in effectively deciding particular states of
affairs suggests that they be brought under the same kinds of conditions for
public decision making as is the case with other forms of legislation. As
philosopher of technology Andrew Feenberg states (building on Winner):
The technical codes that shape our lives reflect particular social interests to which we have delegated
the power to decide where and how we live, what kinds of food we eat, how we communicate, are
entertained, healed and so on. The legislative authority of technology increases constantly as it
becomes more and more pervasive. But if technology is so powerful, why don’t we apply the same
democratic standards to it we apply to other political institutions? By those standards the design
process as it now exists is clearly illegitimate. (Feenberg 1999, 131)
Now the kinds of design that Winner and Feenberg discuss tend to be more along
the lines of public infrastructure than what might be labeled as industrial design
of individual products for mass production. Yet at the same time the differences
might be more of scale than of kind, as even individual products can embody
and enforce particular ideas about how to do things, and also connections to
other elements within systems of varying levels of intentional design and
formality.
It is also the case that categories, discussed earlier as mechanisms used for
producing data, can have politics, encoding particular models of the world in
persistent technical forms that have consequences (Suchman 1994). As Susan
Leigh Star states, explicitly referencing Winner’s low-hanging bridge example:
“There are millions of tiny bridges built into large-scale information
infrastructures, and millions of (literal and metaphoric) public buses that cannot
pass through them” (Star 1999, 389). And as addressed in the previous section,
the information infrastructures of contemporary data-driven society involve
encoding activity and steering interactions through particular platform channels.
This means that when designing a user interface for interactions that connect to
and through these kinds of platforms, it really is politics all the way down.
In summary, looking at technological things in terms of their politics means
considering the ways in which they are implicated in distributions of power and
authority, and in supporting or foreclosing certain forms of life. It does not mean
politics in the sense of governments, elections, political parties, or similar—
although of course these particular mechanisms of politics are also vitally
important, and indeed all involve technologies. But there is also a more
foundational sense of the political as the collective project of figuring out how to
live together well. This involves decisions about how to provide for common
needs, to ensure opportunities to engage in meaningful work, to support health
and wellbeing, and generally to create the kind of conditions that are conducive
to the collective thriving of life on the planet. These are issues in which designed
technological things are very deeply implicated, and a proper consideration of
their social implications means inquiring into their political dimensions also in
these larger senses.
One way of approaching this is in terms of actor-network-theory (ANT), a
sociological approach that, like (and in response to) social constructivism, was
developed in science and technology studies. In contrast to much sociology, and
as described by leading proponent Bruno Latour (2007), it refuses to use the
abstract notion of “the social” or broad concepts such as “power” as explanations
for certain states of affairs. Rather, actor-network theory views particular forms
of more or less durable social order as remarkable accomplishments to be
explained. It does this by looking for actors that have particular effects in the
world and serve as mediators between other actors. In identifying actors it is
careful to dissolve any pre-existing conceptual distinctions between human and
nonhuman, science and culture, subject and object, and so on. It is relentlessly
descriptive rather than explanatory, at least in terms of explanation done by
“adding” or “framing” analyses through some additional theoretical apparatus
that does not emerge through following the actors themselves and accounting for
their own sense-making processes (Latour 2007). Rather than “society,” ANT
sees imbroglios and collectives of humans and nonhumans that exchange their
properties in distinctly non-modern ways (Latour 1999).
One of the distinctive aspects of ANT that makes it particularly relevant for
our purposes here is that it considers nonhumans to be actors as well as humans.
For example, a speed bump is an actor that has a particular kind of agency when
it comes to getting drivers to slow down (Latour 1999). City officials who want
drivers to obey a certain speed limit can use other mechanisms to achieve this
result, such as posting speed limit signs that are backed up by law and the
possibility of fines and social censure if caught not obeying them. But the speed
bump, or “sleeping policeman” as the French call it, enforces this limit in a
material way that enlists drivers’ compliance not only through a morally
grounded appeal to obey the law, but by addressing their selfish desire to
maintain the integrity of their cars’ suspensions. In this case the city officials
who want to achieve this speed regulation delegate the job of enforcement to the
speed bump.
Through work in science studies that showed the construction (and for ANT,
not only social construction) of scientific facts, it came to be caught up in the
“science wars” of the 1980s and accusations that it was attempting to tear down
the credibility of science and reduce it to nothing more than “social
construction.” Reflecting on and responding to this situation, Latour articulates a
role for a different kind of critique and critic. Drawing on Heidegger’s notion of
things as gatherings, and also in the old political sense of the Thing as
parliament, he suggests that “things have become Things again, objects have
reentered the arena, the Thing, in which they have to be gathered first in order to
exist later as what stands apart” (Latour 2004, 236). Rather than dogmatic
matters of fact, he argues for a renewed attention to matters of concern (Latour
2004) and thing-centered political assemblies for making matters of concern
public (Latour 2005). This notion of things as gatherers and representations of
matters of concern has also been picked up in design as a way to describe and
envision its political role in enabling democratic participation and the actual
doing of politics (Binder et al. 2015; DiSalvo 2012).
ANT can provide a useful methodological orientation and sensitivity for our
enterprise here. It points to the gatherings that enable and are manifested in
things that are political matters of concern—and if this the case for all kinds of
things, it is especially so for fluid assemblages. For example, we might try it out
with Uber, following the various actors that are involved in holding this
particular assemblage together. An initial roundup might include the company
and its employees, drivers, passengers, apps for drivers and passengers,
regulatory frameworks, advertisements for Uber, journalistic coverage,
lawmakers and regulators, citizens, Google maps that includes Uber as a
transportation option, and so on.
Techniques
Political economy
Another trajectory that we can follow in approaching especially the political and
economic aspects of our current sociotechnical landscape comes from media and
cultural studies. Of course there is very much more involved in terms of the role
of media and culture in society, but it is the political economy of media that
seems particularly salient in relation to fluid assemblages.
As suggested by the term, political economy refers to both political and
economic dynamics at play in the production and distribution of media, as well
as consumption and use. And “at the heart of studies of political economy lies
the question of how social resources are controlled and by whom” (Kellner and
Durham 2012, 15).
What is especially significant in the context of fluid assemblages is the fact
that the core product of media industries is not the media content itself, but
rather the audience for that content that is then sold to advertisers as a
commodity (Smythe 2012). In the US context at least, the ratings industry that
developed to report on the number of viewers of network television shows
mediated the production and market for the commodity audience. This market
also came to define “the audience” (meaning the one attractive to advertisers) as
white men aged 18 to 34, reflecting entrenched (but inaccurate) stereotypes
about economic and societal power (Meehan 2012). This structure thus
determined the types of content that were prioritized.
The contemporary media landscape in which the audience commodity is
produced is much more diverse than television, and its development has been
characterized by processes of convergence among “old” and “new” media forms
and increasing participation by people making up the group formerly known as
the audience (Jenkins 2006). However, the underlying model has remained
remarkably consistent; what has changed are the increasingly fine-tuned
mechanisms and diversity of channels through which attention is aggressively
bought and sold by what legal scholar Tim Wu calls the “attention merchants”
(Wu 2016). The contemporary media landscape involves advertising platforms
that are built on top of search engines (especially Google) and social networks
(especially Facebook) and apps. In this sense we are also back in a situation in
which a few big players dominate the market and the way it is structured, as well
as playing a major role in society in other ways. For example, media scholar
Siva Vaidhyanathan (2012) has warned about the consequences of Google’s
dominance over the internet and involvement in so many of our personal
activities and societal functions.
One other thread that is worth picking up on here is the way in which the role
and agency of the “audience” or “users” are seen. Scholars associated with the
“Frankfurt school” of social research, working during and in the aftermath of the
Second World War, saw media and other cultural institutions as mechanisms of
mass control that reinforce existing social hierarchies and state authority. One of
the strongest statements in this vein was by key figures Theodor Adorno and
Max Horkheimer, who excoriated the “culture industry” as “mass deception”
(Adorno and Horkheimer 1997). In reaction to this view of people as passive
receivers of messaging, audience studies emerged as a way to open up for
audience agency. Messages were not only “encoded” into media content by
producers, but also “decoded” by the audience who could provide their own
alternate readings (Hall 2012). It is interesting to note this as one framing of
agency: one in which the content remains the same and freedom comes from
positioning oneself in relation to it. This seems not entirely dissimilar to the
agency of being able to accept or reject terms of service (and thus use) for an
application, or choosing which content to post and share within the structures of
a social media platform.
A key political economy question is: Who controls the means of production
and consumption of content? We now can and need to ask new kinds of
questions about who controls the means of production in this new media
landscape. The “democratization” of media participation means not only that
private citizens can generate and share media content, but also that, for example,
the Russian government was able to expertly leverage and manipulate social
media platforms in a sophisticated attempt to influence the outcome of the 2016
American presidential election.7
The internet itself is also a basic underlying “means of production” at this
point, but it too can be reconfigured—as evidenced in persistent attempts to
undermine or eliminate the principle of equal access to the internet known as net
neutrality. These platforms are also involved in much of the basic functioning of
fluid assemblages. In this sense, it is no longer only information, advertising, and
cultural texts that are implicated, but also things themselves. The developmental
trajectories of media industries and industrial design are thus forming a new and
significant point of convergence.
Algorithmic culture
1. Patterns of inclusion: the choices behind what makes it into an index in the
first place, what is excluded, and how data is made algorithm ready.
2. Cycles of anticipation: the implications of algorithm providers’ attempts to
thoroughly know and predict their users, and how the conclusions they draw
can matter.
3. The evaluation of relevance: the criteria by which algorithms determine
what is relevant, how those criteria are obscured from us, and how they
enact political choices about appropriate and legitimate knowledge.
4. The promise of algorithmic objectivity: the way the technical character of the
algorithm is positioned as an assurance of impartiality, and how that claim is
maintained in the face of controversy.
5. Entanglement with practice: how users reshape their practices to suit the
algorithms they depend on, and how they can turn algorithms into terrains
for political context, sometimes even to interrogate the politics of the
algorithm itself.
6. The production of calculated publics: how the algorithmic presentation of
publics back to themselves shape a public’s sense of itself, and who is best
positioned to benefit from that knowledge.
This is what Finn (2017) calls the aesthetics of abstraction: simplifying complex
and messy details in order to provide reliable personalized services. At least
Netflix lets users in on the ways in which their experience is being customized,
using tags like “because you liked ….”
At the heart of these new forms of interaction is what Finn calls algorithmic
arbitrage, exploiting the gap between computation and culture as Netflix did in
order to precisely identify the market gaps it could fill with House of Cards and
its other series. But the important thing here is not just the success of this
particular show, but the underlying trajectories it signals.
As computational systems become more efficient, and the patina of personal data we leave behind us
grows thicker, the presence of this arbitrage in our cultural lives is rapidly expanding, and beginning to
reinvent what the eternal consumer present, the moment of “now,” actually means. After all, there are
billions of dollars changing hands over the question of who gets to construct the present for you. When
you access a website, perhaps to find out what is happening in the world “right now,” hundreds of
servers are involved in auctions lasting fractions of a second to determine which advertisements will
appear on the page, and maybe even organize its content according to models predicting your interest
in different topics. (Finn 2017, 110–111)
Notes
1 The original German word Zeug has been translated into English as both “equipment” and “useful
things.” The Stambaugh translation revised by Schmidt (Heidegger 2010) that is used here refers to
useful things, but we here work with equipment as the overarching term for referring to the issues
Heidegger raises. This is in keeping with how it has been used in relevant discourses, and it also seems
to be the most precise and evocative word for our purposes here.
2 https://www.apple.com/iphone-x/, accessed November 17, 2017.
3 It is standard in North America to have a central heating system in which the machine that does the
heating is located in a utility room or basement. It blows warm air through air ducts and out of vents into
the living space. The desired temperature is set at a small dial or control panel on the wall.
4 For the uninitiated, a helpful and quite accurate primer on the experience of owning Apple products can
be found at http://theoatmeal.com/comics/apple.
5 Here can be seen the Heideggerian framing of a thing withdrawing and becoming invisible during use
and becoming present and visible on breakdown, discussed earlier in the section on Equipment.
6 The accuracy and validity of this account have been disputed, but since it provides a compelling and
feasible case of technology serving a political function it still makes a good example.
7 A collection of relevant coverage can be found, among other places, at https://nyti.ms/2kbHS5m. Some
specific examples can be seen in Frenkel (2017) and White (2017).
8
And in this way, it actually stands forth as a kind of “thing” to us. Now, let us
take a look at how.
Already when launching the application it is possible to identify elements that
are assembled: the fact that it is an application running on a particular device and
operating system, that an internet connection is required in order for it to
function, and that it is necessary to log in to an account before it is possible to
use it. There is also an option to log in using Facebook account credentials, thus
already establishing another connection in the assemblage. The next step after
logging in the first time, and periodically thereafter, is to accept (updated) terms
of service and privacy policy, which is necessary for and implied by continuing
to use the service. This means that one has entered into a standing legal
agreement before even listening to music.
On the first main screen one then sees a number of featured playlists, some
labeled as “sponsored” by a particular entity. In addition to the sponsored
playlists are ones selected for a particular day and time and activity, for example,
commuting home on a Monday evening or relaxing on a Saturday morning. This
is followed by sections for top lists, new releases, personalized
recommendations, and various genres. The genres include what one might
typically think of as music genres, such as pop, rock, metal, soul, and so on, but
also others that reference a particular mood or activity, such as sleeping,
traveling, dinner, or gaming. There is also a category called “Fresh Finds” that
includes playlists with selections “surfaced by Spotify’s tastemakers.” The
“Trending” category contains playlists that are currently popular. All of these
things combined give a strong impression that Spotify is continually updated,
that it is not merely a reliable tool for playing music but also a conduit through
which one is presented with fresh content. This content is both actively selected
and curated by Spotify and their “tastemakers,” and assembled, presumably
algorithmically to at least some extent, on the basis of current popularity.
Now it is of course possible to view this in terms of media, to see the Spotify
shell as the channel and what is inside of it as the content that is transmitted
through that channel. With a traditional media framing, one might typically
consider the ways in which media are produced and consumed, and the role of
the technology itself in shaping these dynamics of production and consumption.
With the advent of new media and associated practices, other possibilities and
practices entered the picture, such as the convergence of media forms and
industries; rise of amateur and fan production and remixing; and the
collaborative creation, curation, and consumption of media (Bolter and Grusin
2000; Jenkins 2006; Löwgren and Reimer 2013). We can certainly see these
dynamics in Spotify in, for instance, the ability to create and share playlists,
including collaborative playlists. It is also relatively easy for artists to get their
own music on Spotify; although it is necessary to use a label or distributor,
Spotify has deals with a number of companies that can serve these functions for
artists who do not already have a label (https://www.spotifyartists.com/guides/).
This also points to the network of actors that is brought together in order to
create and maintain the ecosystem that keeps Spotify running.
But what about Spotify itself as a thing? What is it that is actually present, that
exists in the world in some form, and what does it do? This is where things
become more complicated, because even though we can see an instance of
Spotify running on a particular device, that is clearly not either Spotify “in itself”
or all the components that are necessary for it to work. And just as it is not
obvious or easy to see what is actually going on in order to make Spotify appear
as a thing available for use, it is also not straightforward to see or understand
how the things we do are tracked, made visible, and have consequences in
various ways—although if we note things such as currently trending music or
personalized recommendations, we can definitely understand that this is going
on somehow.
To begin somewhere, we may try to understand just the Spotify application
itself as it runs on a computer. To try to get down to basics, we can see what
happens if the application is started without a network connection, to get a sense
for what happens locally and what relies on networked resources and content.
What we get is a sidebar “container” with main categories for browsing Spotify
content and one’s own music, but the main window contains a message stating:
“This view is not available offline! Please go online to load.” Now although this
type of message is now quite common and unremarkable, it is actually very
interesting when it comes to considering Spotify as a thing. Because the main
section is really more than a view: it contains the primary functional components
that enable playing music. Even the play, backward and forward buttons that
control music playback are dimmed and inactive. A banner message at the top of
the window reinforces the necessity of a network connection: “No internet
connection detected. Spotify will automatically try to reconnect when it detects
an internet connection (error code: 4).” In the bottom right corner of the window
is another indicator that it is in offline mode.
Offline mode is clearly an abnormal, inoperative state for the Spotify
application. Without a network connection, it just does not do much. Local
application and networked resources typically work together to produce Spotify
as the thing we use, but this hybridity becomes noticeable only when there is a
breakdown. It is one crucial connection in the Spotify assemblage.
Of course there is also quite a lot going on even if we consider only the
Spotify app, which also relies on various resources and processes provided by
the underlying operating system. This is perhaps even more difficult to see and
conceptualize, for non-programmers in particular. But it can become visible
when, for instance, the application crashes and one has the opportunity to send a
crash report. Viewing the details of one such report, it is possible to see hundreds
of lines of diagnostic information that includes local system information and the
processes that were running at the time of the crash.
There is a lot of information contained in even this first bit of the crash report,
ranging from straightforward (such as path to the local Spotify application) to
downright bizarre (what is a “EXC_CORPSE_NOTIFY” exception?). We might
also note the very long version code that seems to indicate that there have been
many versions and frequent updates. So, this one particular crash report one of
us generated is specific not just to the Spotify application, but to version
1.0.28.87.g8f9312a4 running on Mac OS X 10.11.6 on a computer that has been
awake for 1,200 seconds since boot and 33 seconds since wake.
Returning to normal operations and establishing a network connection, the
content that is the main focus and ostensible purpose of Spotify comes flooding
in and is foregrounded. If we were to follow the content, we would reach
networks of music distribution, licensing, curating, promoting, and so on, and of
course also the musicians who make the music. We could look at the role of
Spotify in reshaping business models in the music industry, and the implications
of this shifting landscape for the ways in which music is produced and
consumed. But let us now use the tools presented in the previous chapter to take
a tour through Spotify as a fluid assemblage.
Engagement?
Devices that provide music as a commodity without the focused effort and
communal aspects of playing musical instruments receive condemnation within
philosopher Albert Borgmann’s device paradigm (Borgmann 1984). But what
about all the “social” aspects, such as the fact that you can see live updates about
what other people are listening to after connecting to one’s Facebook account, or
“scrobble” one’s own activity to a Last.fm account? Indeed, the settings options
within the Spotify desktop application seem to be mostly about making
connections—to other devices, to one’s Spotify and other social profiles, and to
various sources of local music. More technical settings, such as cache location
and proxy server settings, are initially hidden within “Advanced” settings.
A user is aggressively encouraged to “engage” socially, but not to engage with
the workings of Spotify itself. While we might maintain a critical stance toward
blanket diagnoses of disengaged music consumption, Borgmann’s description of
the tendency for things to hide their workings and provide effortless
commodities seems to hold remarkably well. One can use Spotify heavily, but
not become a “prodigious” or terribly creative user in the sense of someone
playing a musical instrument, or indeed a hip-hop artist re-appropriating the
music playback technology of a turntable as a music-making thing itself. And
one of the key attractions of Spotify, which characterized moments of wonder at
using it for the first time when it first became available, is just how easy it is to
instantly play almost any music one would like to hear.
“Engagement” is also a common term of art in marketing, as in how Spotify’s
brand-facing page boasts that “your audience” is “extremely engaged,” spending
an average of 148 minutes listening to music on Spotify across platforms. And
further, because the audience is growing and becoming increasingly mobile,
brands have “more ways to reach them” through “moments-based marketing.”1
As Spotify describes the potential for leveraging the intimacy of audio:
Streaming opens up an entirely new set of addressable moments for marketers. The music streaming ad
revenue opportunity is worth $1.5 billion today, and it’s expected to reach at least $7 billion by 2030.
Audio’s unique ability to flex to consumers’ need states makes it an especially powerful marketing
tool. The mobile moments “at work” and “working out” alone have opened up $220M in ad revenue
opportunity. Leverage audio to reach your audience when they’re most engaged, with messaging that
matches their moment.2
Many mediations
Spotify is perhaps most associated with the act of listening to music: it is the
technology that mediates access to that content. But as seen earlier, it is also a
way for advertisers to reach “consumers” (all music listeners naturally being
subsumed in this ontological category). It is also a way for artists to reach an
audience, and to get detailed data about how people listen to their music. This
includes data about what tracks were streamed when and how many times, how
many “followers” the artist has, and more. Users are automatically notified of
new content from artists they follow, and are sent concert recommendation
emails when the artist comes through their town.3 It is also possible for people to
see what their friends are listening to through the social feed.
Following good postphenomenological practice, we might look for
multistabilities—different kinds of relations that users can achieve to Spotify.
And this is certainly possible. But what is also striking is how many more
possibilities for varying relations seem to lie with Spotify itself (both Spotify as
thing for use and Spotify the company). It actively manages different kinds of
relations to categories of listeners, artists, brands, and developers, presenting
itself quite differently to each. And in fact, much of this presentation is about
different kinds of mediation: Spotify as a way to access music, to access an
audience, to access consumers, to access other music fans, and so on. Through
its “charts” features and year-end report on global listening behavior, it also
provides a window on what others are listening to in different parts of the world.
An audio technosphere
Spotify’s description of “moments-based marketing” for brands might just as
well be a description of its role in people’s proximal technosphere:
Our lives are shaped by what we hear—and each one of us has a unique soundtrack. Ever since
streaming gave us instant, on-demand access to all the world’s music and podcasts, it’s become easier
than ever to personalize that soundtrack.4
And Spotify excels at being involved in every moment of life, especially through
its mood- and activity-themed playlists: for studying, working out, partying,
relaxing, celebrating holidays, being just so done with winter, and many more.
Of course, these also serve as mechanisms for allowing advertisers to reach users
at precisely the right moments, and in the right mental and emotional states to be
receptive to particular messages.
Of course, users also have significant agency in determining the role that
Spotify will play in their lives. And it is interesting to note the possible
(intended) role of music in this context of curated content for particular moments
and moods—that one might turn to Spotify not just to play music (which tends to
be an emotionally rich and evocative experience anyway), but to feel something,
and to access and assess one’s feelings and current situation as part of the
process of selecting what to listen to.
Addressing the possibilities of future developments, and specifically voice-
activated assistants and devices, for delivering “deeper personalization,” Spotify
tells marketers:
Streaming already gives us insight into who people are, what they’re doing and how they’re feeling in
the moment. As audio innovation grows, that consumer understanding will enable deeper
personalization than ever before.
The experts we spoke to talked about the potential of “dynamic audio,” or the ability to offer mood-
based targeting and creative that can adapt to your real-time context. As devices become more
connected, they’ll be able to serve up increasingly relevant content. On Spotify, for example, listeners
are 100% logged in with a persistent ID across devices—and since they’re listening all day long,
streaming provides deep intelligence about real-time context and emotional state.5
The text goes on to mention the possibility to “re-engage” listeners, “to keep the
conversation going with visual reminders or sequential messages.”
On this description of life in the technosphere, one might wonder if something
has been lost in the understanding of what a conversation is and can be. And it
seems increasingly true that we indeed cannot get out or escape.
Connection mechanisms
As mentioned in the quote earlier, it is necessary to be logged in all the time in
order to use Spotify. It simply does not exist as a music-playing thing until
logging in. This being logged in is thus one of the primary “protocols,” or modes
of connection. And the precise modes of connection available vary, with
corresponding interfaces, for regular users, artists, developers, and so on.
It is indeed the information for the latter that one might expect to be most
revealing when it comes to protocols, and Spotify’s developer site6 does not
disappoint. Here one can find information about the Spotify Web API, Web API
Console, the Spotify Play Button, Spotify iOS SDK, Spotify Android SDK, and
ways to integrate Spotify into other products. The play button7 is particularly
interesting, especially in light of our investigation of “pressing play” in Chapter
3. It is a widget for playing a specific album, track, artist, or playlist that can be
embedded in a website. It both utilizes and connects back to the Spotify service,
requiring users to log in or create an account after 30 seconds if not already
logged in.
Spotify’s algorithms
One of the aspects of algorithms highlighted earlier is how they come with
embedded assumptions about the effective computability of the world—
assumptions that even if the model is not totally accurate, it at least gestures
toward something like universal truth. With that in mind, consider Spotify’s
comments on their “Year in Music” analysis, “Wrapped”:
With billions and billions of data activities taking place on Spotify every single day, we understand
people. Every shuffle, share and song tells us a story about them. Now, we can share those stories back
to every listener — and to the world.8
This streaming intelligence lets us create hyper-personalised experiences for our listeners, like Your
Time Capsule, which takes them back to the music they loved in their teenage years. Or Release Radar,
a customised weekly playlist featuring new music from their favourite artists.
Spotify asserts that they “understand people” on the basis of their activities
within the platform; that their activities on the platform tell “stories” about them;
that they, Spotify, “build experiences”; and that they get a “real understanding”
of who users are and what “context” they are in (context presumably defined on
the basis of their device type, music selection, and so on). These are some rather
audacious claims, all founded on a belief in the power of lots of data and
computation to reveal reality. One might question the ways in which “people,”
“stories,” “experiences,” “understanding,” “context,” “engagement,” and so on
are operationally defined in texts such as this, and the algorithms they describe;
but then again, how can one challenge magic and data?
One way to begin to make sense of a fluid assemblage like this is to ask the
questions outlined in Chapter 7 on the basis of Wiener’s description of
cybernetic organisms: (1) what information is it equipped to collect; (2) in what
ways does it transform the information it collects; (3) how and where is the
information fed back into ongoing operations; and (4) what effect does this have
in other parts of the assemblage and its larger environment? We will not here go
through each of these in detail, although even the short quotes here provide a
good start in finding answers that help illuminate the character and functioning
of the Spotify assemblage.
To this list, perhaps one might add: understand myself better than Spotify’s
dataveillance systems do.
The Spotify ecology
As already mentioned, Spotify works across a number of devices, including
desktop computers, smartphones, and other devices such as home speakers. It
also connects to other services, such as Facebook and Last.fm. Options to
purchase merchandise within Spotify link to third-party vendors, artist
information is provided by Rovi, and of course ads come from marketers for
brands. And surely more components and actors in the Spotify ecology could be
added to this initial list.
What is particularly interesting, though, is Spotify’s cookie policy.10 Now,
while this type of document might not usually make a short list for exciting
reading, it is quite revealing in terms of identifying different components of the
Spotify ecology. There are several different cookie types listed: those for
essential operation, performance/analytics, functionality, targeting/advertising,
third party, and Spotify ads. The third-party cookies even collect information
about activity across different websites. And the description of Spotify ads
identifies several other components and actors:
We work with web publishers, advertising networks, and service providers to deliver Spotify ads on
other web sites and services. Cookies may be used to serve you with advertisements that may be
relevant to you and your interests on other web sites and services and to regulate the advertisements
you receive and measure their effectiveness.
In the following section on managing cookies and other preferences, the same
page also states:
There is no accepted standard on how to respond to Do Not Track signals, and we do not respond to
such signals. We use the AdChoices Icon on our website, and it may also appear on certain targeted
advertisements that we (or a service provider acting on our behalf) send to you based on information
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An open playlist
The notion of partial perspectives has probably never been more appropriate
than in the case of fluid assemblages. For instance, when reading our story
earlier it is crucial to remember that we here do not speak from the privileged
position of actually knowing how Spotify works. We can only articulate what we
can access, and here we only see what we are meant to see. Thus, this is just one
piece of the overall story: the one from the perspective of those who are using it.
Another, and equally important, part of the story is completely missing: the story
told from the perspective of those who are making it. But then again, this is
unfortunately quite often the case when it comes to these things.
And so we here present our story not as a final complete album, but as an
open playlist—with the invitation for others to add to it.
Notes
1 https://spotifyforbrands.com/uk/, accessed December 19, 2017.
2 https://spotifyforbrands.com/uk/feature/power-of-audio/, accessed December 19, 2017.
3 https://artists.spotify.com/blog/nerd-out-on-your-data, accessed December 19, 2017.
4 https://spotifyforbrands.com/uk/feature/power-of-audio/chapter-1, accessed December 19, 2017.
5 https://spotifyforbrands.com/uk/feature/power-of-audio/chapter-3, accessed December 19, 2017.
6 https://developer.spotify.com/, accessed December 19, 2017.
7 https://developer.spotify.com/technologies/widgets/spotify-play-button/, accessed December 19, 2017.
8 https://spotifyforbrands.com/uk/insight/2017-wrapped-data/, accessed December 19, 2017.
9 https://spotifyforbrands.com/uk/insight/2017-wrapped-data/, accessed December 19, 2017.
10 https://www.spotify.com/uk/legal/privacy-policy/#s13, accessed December 19, 2017.
11 https://artists.spotify.com/guide, accessed December 20, 2017
12 https://artists.spotify.com/faq/music#how-do-i-get-my-music-on-spotify, accessed December 20, 2017.
13 https://soundcloud.com/upload, accessed December 20, 2017.
14 https://spotifyforbrands.com/uk/gallery/, accessed December 20, 2017.
9
Making Concepts
When we address these new technologies as “things,” we do not mean that fluid
assemblages after all are still just things. They are not. Whereas the traditional
thing has a surface, these assemblages have nested structures of interfaces.
Whereas the traditional thing is stable, these are fluid and their properties
immanent. And whereas typical things sport a rather sharp distinction between
making and using them, between producing and consuming, to use a fluid
assemblage is to become part of something created in runtime. Indeed, the
differences are so many and so substantial that it is at first difficult to see why
one would think of these assemblages as things in the first place.
As we turn to how they present themselves to us, however, and how we come
to incorporate them into our lives, the resemblance becomes more obvious. The
original meaning of the word “thing” (“þing” in old Norse, “Ding” in German,
“ting” in Swedish) is “assembly,” a gathering of the governing people to settle
matters of shared concern. A related heritage from the Vikings is how the
Swedish word for a thing (an object) is “sak” (“Sache” in German), now present
in English as “sake” (as end, purpose), thus also having this double meaning
related to both object and issue (cf., also “res” in Latin). Things are always
complex entanglements of the social and the material, but we seem to have
entered a new phase in the development of “thinging” and “thingness” where
networked computational technologies make entirely new kinds of assemblies
and assemblages possible. And while they may not be typical things, they are
certainly part of a long history of stuff standing forth as “things” to us.
Indeed, it is precisely this “standing forth” that is the basic reason for
approaching the examples discussed here as things. To be a “thing” is not a
physical property, but a state of, or coming into, being. Reasoning around what
makes a thing a thing, Heidegger remarks:
The jug is not a vessel because it was made; rather, the jug had to be made because it is this holding
vessel. The making, it is true, lets the jug come into its own. But that which in the jug’s nature is its
own is never brought about by its making. (Heidegger 1971, 166)1
And further:
But what the vessel of this aspect is as this jug, what and how the jug is as this jug-thing, something we
can never learn—let alone think properly—by looking at the outward appearance, the idea. … Instead
of “object”—as that which stands before, over against, opposite us—we use the more precise
expression “what stands forth.” In the full nature of what stands forth, a twofold standing prevails.
First, standing forth has the sense of stemming from somewhere, whether this be a process of self-
making or of being made by another. Secondly, standing forth has the sense of the made thing’s
standing forth into the unconcealedness of what is already present. (Heidegger 1971, 166)
Here, we have tried to understand and articulate this twofold using a range of
lenses and concepts. With respect to the first, the stemming from, we have
primarily used the notion of assemblage to explore how something is being
gathered, or made, to stand forth as thing. Whereas the jug in Heidegger’s
example has a distinct maker, and a kind of stable presence as jug-Thing once
made, the fluid assemblages are constantly in the making. In a sense, their
presence as thing is immanent, but they are nevertheless able to stand forth as
“things” when they, literally, “do their thing.” With respect to the second, to
stand forth into unconcealedness, we have discussed how assemblages come to
present themselves through interfaces. But we have also tried to show that there
are significant limitations to what is actually made to “stand forth into
unconcealedness.”
And so, when we get to the question of whether the fluid assemblages are
really things or not we face both aesthetical and ethical design dilemmas:
aesthetical ones because of how current aesthetics attuned to seamless “wholes,”
or totalities, conceal much of what is actually going on; ethical ones because we
may doubt that these things are “genuine” in any reasonable sense of that term.
To Heidegger, “Only what conjoins itself out of world becomes a thing”
(Heidegger 1971, 180). Certainly, these things come into being by means of a
gathering, a bringing together that moves above and beyond what it came from.
At the same time, their forms of disclosure are at times deceptive. They may, or
may not, genuinely bring about nearness as they are equally about the
annihilation of distance. And with respect to gathering, to assembling, they are
definitely assemblages, not totalities. Because of the exteriority relations, all
their components retain their integrity, and the assemblage makes full use of this
fact—not the least in the way we as users do not really perceive that we are now
part of a large machine as we keep all of our individual properties.
What we see here is, therefore, a related but still different form of “thinging.”
While still a way of standing forth as a “thing” to us, the condition of being a
thing has largely been transformed by this process of constant becoming. This
new form of becoming lacks much of the continuity of earlier forms, and what
may appear as near, as genuinely close to us as beings, might as well be just the
absence of distance. We do not use these things, we become part of their coming
into being. This thinging is, therefore, mirrored by processes of objectification.
In what follows, we present a set of concepts formed to articulate such
aspects. They are by no means an exhaustive list of what new notions we might
need to account for the thingness of fluid assemblages. Rather, they are meant as
a kind of design examples of what we think could be created as part of an
emerging conversation about these things: a set of hopefully inspirational
prototypes of concepts we might add to the long list of notions discussed earlier
in this book.
Present-as-particular
In design, as well as when it comes to experience, we are not only interested in
what things in general are. Rather, what we really care about are particulars.
When designing, one does not make a chair in general—one makes a chair.
When sitting down in a chair, one cannot sit on a chair in general—one sits on a
chair. And when you use a mobile phone, you do not use a phone in general—
you use that particular phone. It is not technology in general that makes itself
present to us, it is some particular expression and instance of it. In fact, we
cannot even produce a chair in general, nor sit on one, should we want to. Plato
suffered substantially from this insight.
While it is true for all things artificial, as well as most other kinds and
categories, that we get to know them through encounters with particulars, the
fluid assemblages discussed here take aspects of particularity much further.
Whereas the mass-produced object may become unique through imperfections of
the production process, through wear and tear, and so on and so forth, fluid
assemblages may receive their particular expression and presence only at the
moment of use. Rather than being “things,” a more accurate description of what
happens is that they make themselves present as things as we use them.
To understand this constant becoming, we need to find complementary ways
of discussing more precisely how these things make active use of what becomes
part of our experience and frame of reference, and what does not. For a fluid
assemblage to work in this way, the mutual presence of both parts is critical: that
we, on one hand, honestly think we are using the mobile phone that we hold in
our hand, but on the other hand somehow also know that this phone without its
connectivity and constant use of resources elsewhere in the world would not at
all be the phone as we know it. The expression “bricked,” used to describe an
utterly non-responsive state of a computational device, was coined for a reason
—but importantly, we use it to describe the state of the thing, the device as such,
not the system or structure it is part of or the relation between these parts.
Now, of course we can withdraw from each experience and instead try to seek
that which is invariant across all these encounters and from these draw insights
into what they in general might be. But we can also do the opposite, and instead
of analyzing invariance of instances ask the question of how such technologies
can be made present to a user, how the particular instance of a technology comes
about—how they make themselves present-as-particulars.
Already in the basic question “what is this thing?,” we can see a trace of how
something becomes present to us as a “thing.” In this question, the “this” reveals
several aspects of what is going on. First, “this” positions the thing as a
particular, as something that can be distinguished from a “that.” Second, “this”
connects the expression to the act of expressing it: while we may not exactly
point our finger toward the thing, “this” assumes the presence of some
concurrent act of pointing out what particular it is we orient toward. Indeed, if
we do not clearly “see” this, our first response is likely to be “which one do you
mean?”. This act of pointing out what “this” refers to, in turn, tells us that to be a
thing, it needs to be distinct in terms of place and time. Without either place or
time, we cannot differentiate between this and that thing and we lose track of this
particular.
Consider for instance what happens when we encounter a number of mass-
produced and completely identical copies of something. Here, “this” may still
refer to a particular, to an individual thing. Although we may question the
relevance of the remark, we still understand what a person—such as a child
choosing between many seemingly identical plush toys—means when saying
“no, I don’t want that one, I want this one.” Had our reference “this” been to the
essence or general character of the thing, this would not have worked. But, as it
refers to “here and now” (or “here and then,” or “there and now,” etc.) it does not
at all depend on essence or character, only a specific place and time. In other
words, the way that the thing presents itself to us as a particular is largely based
on the possibility of differentiation: that we can separate it from the background
or from other instances. That our distinctions do not depend on essence but rely
on difference opens up enormous possibilities when it comes to bringing
something new into someone’s life: a person does not need to understand what
the thing actually is at all in order to be able to still understand that it is a “thing”
and allow it to take presence as such. Had our understanding of what makes a
thing a thing been based on grasping also what it does, this would not have been
possible.
From this we may learn that what makes something a thing to us to a
significant extent depends on how it presents itself to us: to be a thing, it must be
able to be present for us in certain ways. And so, to unpack how we come to
understand these massive technological systems composed of distributed
components communicating with each other as “things” present to us here and
now, we perhaps should not ask what they in general are or how they in general
work, but rather ask how they make themselves present-as-particulars. This is
why it is so important to turn to actual examples of how these technologies come
to appear, or stand forth, to us, and not just toward how they in principle
function, which is otherwise a typical way of approaching technology. Unlike
more traditional technologies now since long part of the philosophical canon,
like the hammer or the microscope, these new technologies lack continuity
between their presence-as-particulars and what they are capable of doing, most
notably because the here-and-now “this” that we encounter not even remotely
represents (or, “makes present”) what they actually entail. As technologies, they
are not, in any sense of word, unconcealed through the interfaces we encounter.
Indeed, they are particular about what they make present in use.
Multiinstability
One of the key features of a post phenomenological account is its attention to the
multistability of artifacts and the many variations that are possible in use; that is,
any given artifact can be perceived and appropriated in a vast number of ways.
Recognition and analysis of these multistabilities counter technologically
deterministic readings of things that might see them in the more narrow light of
intended use cases and dominant narratives around particular kinds of
(technological) progress. It thus helps ward off reductive approaches that can
risk misunderstanding or not seeing what technologies actually do in the world
in various contexts, and it does this by pointing to the rich variety of
predispositions and possibilities that creative human beings bring to their
engagements with the world.
The concept of multistability points to the instabilities surrounding artifacts
that are introduced on the side of what might be called use or appropriation—
that is to say, on the human side of human–technology relations. It signals the
varying relations that can be achieved to any given technology, where the
technology does in fact remain more or less given, while it is the human that
introduces an element of potentially significant variation. Of course we might
recognize that each unique technology will be in some ways different to others
of its kind, but we also generally assume a quite high level of stability with
respect to the character and constitution of the technology itself as an artifact.
Indeed, we can recognize this stability in our common usage of words such as
“hammer” or “telescope” or “park bench,” where just the term itself, as a sort of
category descriptor, evokes a quite clear picture of a certain kind of physical
form and associated possible uses (both typical and potentially more creative).
However, if we consider more technologically advanced examples, such as
those that might fall under the general categories of “computers” or
“smartphones,” we find that significant sources of instability in human–
technology relations in many cases actually come from the side of the
technologies themselves. Many of the technologies we now live with are capable
of not only multistability with respect to the relations into which they enter, but
also with respect to their very constitution as things available for use. We might
even say that just as variability can be introduced by humans in deciding how to
relate to things, we now also have variability that is introduced from the side of
technologies themselves—what we might call a multiinstability.
Consider, for example, a computer. One of the first things you do when
starting up a new computer for the first time is to create a user account. Initial
basic configuration choices such as language, region, and time zone will be set
for that account, and in the case of Apple products one is prompted to create
and/or log in to an iCloud account that, among many other things, will sync
preferences and data across devices. Even at this point the new computer is no
longer a generic thing, but rather one customized for a particular person in a
particular place. The customization continues as apps are installed and set up,
which now typically also includes more processes of creating and/or signing into
accounts and syncing associated preferences and data. This introduces a kind of
variability that comes from the side of the “thing” itself. As discussed
extensively in the examples, with such dynamically customized things different
users will see different things—not only because of the different experiences,
predispositions, cultural heritages, and so on that they bring as different humans,
but also because they are literally seeing and interacting with different things.
A relevant example is the “bttn,” a big red physical button that can be
configured to connect to a wide variety of web services such as IFTTT,
Facebook, Twitter, SMS, various “smart home” systems, and more
(https://bt.tn/). Pushing a bttn might thus have no effect if it has not been
configured, or it may initiate a quite complex chain of events including
everything from communication to controlling physical devices. This is an
object that is almost like a blank slate. With the exact same physical form, it can
be configured to be many different things that enable as many different relations.
While the action that a user takes with the bttn remains exactly the same (one of
pressing), the mediating relations it enables can vary dramatically. If we were to
look for multistability on the side of use, we would thus almost entirely miss the
multiinstabilities inherent in the bttn. Furthermore, such instability or variation
also means that such things have quite distinct “sides.” The bttn has a physical
form, but this outward form clearly does not fully reveal what it actually is in
any given configuration. Understanding its character requires looking also at its
“back end” in order to see the various services and other things to which it
connects. Its physical presence not only does not exhaust its capabilities, it does
not even come close to revealing them through its outward physical form.
We can see this dynamic in a somewhat different way when we consider
something like Google, which has a business model of profiling users in order to
sell their attention to advertisers. What ordinary users experience in terms of
their interactions and the use value they get from Google are only a small part of
what these interactions and the overall system functionality actually entail. And
even as a site like Google has information pages that face different types of users
(“ordinary” users, advertisers, and businesses), this is not just a case of a
company providing different types of offerings to different types of clients: in
this case, they are all inextricably linked components of the same system. What
any given user sees as search results are the product of a complex interplay of
past use of the system, contextual variables like location, dynamic ad markets,
and ongoing tuning of the Google algorithms. This is a complexity that is once
again hidden behind Google’s iconically simple search page.
Interestingly, when the functionality and scope of use change significantly in
relation to what is already familiar, we may or may not be aware of such
changes. In some cases, such changes are presented and broadcasted as
narratives of innovation and technological progression; in others, they are much
less explicit and even hidden from use. A prime example can be seen in the case
of Google, which, partly thanks to its iconically simple interface, is still
primarily perceived as a search engine; however, it equally accurately could be
described as a customized information experience used to create a marketplace
for selling user attention for advertisement.
In light of examples such as the ones discussed in this book where it is
obvious that the intentions of the user cannot be said to exhaust the actual
working of the thing, but where a range of other activities are taking place
simultaneously, we think philosophical accounts countering the kind of
technological determinism evident in some of these designs are more important
than ever. As discussed earlier, much of this could be approached using other
terms than “things,” instead working with notions such as systems, media, etc.
But since many of these designs explicitly build on the ways we relate to, and
experience, things through use, there is a need to account for these encounters
also from the perspective of “thingness.” In our view, the use of simple
interfaces mimicking aspects of their physical and mechanical predecessors is
quickly becoming not primarily a convenient design solution to a complex
interaction issue, but increasingly a pervasive strategy necessary to unpack in the
light of technological determinism as packaged in current consumption practices.
These fluid assemblages also need to be understood by their multiinstabilities
—all the ways in which these things change dynamically to configure their
relations to particular humans, even as particular humans also configure their
relations to the things. Not only that, these fluid assemblages also come into
relations with other things. This happens during the course of normal operation
and may not even be visible to users. This can lead to shock when we find out,
for example, that our mobile phones are constantly reporting our locations and
other data about us to third parties (Goodin 2015; Örstadius and Larsson 2015).
One of the main implications is that we cannot take things for granted,
assuming that they can be easily identified and will just “sit still” while we try to
figure out how they come into relations with humans. This is, after all, a basic
assumption in much analysis of what is going on at the human side of the
equation, evident in notions such as “multistability.” But these things are
increasingly having their own kinds of agencies, complexities, and variabilities.
There are thus tensions between stabilities and instabilities that play out over
time in ways that are not necessarily obvious or straightforward. Treating such
things as stable objects only ever reinforces them as “given,” as presented to us
ready to be used, whereas we in fact need to shift our attitudes toward them as
being “designed,” as being made and thus also open for intervention and change.
This, we believe, is a most pressing issue in countering technological
determinism: our understanding of design versus use, of making versus
appropriating and interpreting, needs to become less of a dichotomy and more of
a continuum. To “use” a fluid assemblage is to literally become part of its
making. As a consequence, we need theory that crosses this divide, addressing
the continuity between making and using by breaking with the still prevalent
habit and tradition of considering things as stable things ready for use and
analysis. It is as if we have to account for not only being present- or ready-at-
hand, but for becoming-in-hands.
Multiintentionality
Whereas the notion of multistability inquires into a certain kind of variability on
the side of the human in human–technology relations, it still assumes certain
invariability when it comes to perspective. Of course, different people may
engage differently with a tool, thus exploring its multistability, but we retain the
integrity of these individuals when it comes to defining what the thing is through
use. In other words, while the “user” may come up with different ideas and
interpretations of what a thing should be, we never really leave the perspective
of the user. This is a heritage from Heidegger and the idea that the most
primordial encounter with a tool is through use. Fluid assemblages, however,
introduce a different complexity into the matter of perspectives as any given
system might be quite different things to different users: what appears to
someone appears as a map and navigation service is to someone else a tool for
mapping people’s movements and how much time they spend in different places.
Also, a traditional tool could be transformed into something making such
multiple intentions possible. Taking a hammer for instance, one could equip it
with sensors and more so that while the carpenter makes use of it as a hammer, a
researcher is able to use it as an instrument to study muscular forces and strain
during work. But in comparison, the diversity in basic perspective when it comes
to these networked computational things is staggering. To exemplify, when
entering Facebook the headline reads “Connect with friends and the world
around you on Facebook”; when entering Facebook blueprint the headline reads
“The tools you need to learn how Facebook can help grow your business.” These
differences are not just about something becoming picked up through use in
varying ways, this is about an assemblage presenting very different views on
what it is, what it does, and why. This is not just a matter of multistability that
different users interpret and make use of the thing in different ways. Rather, this
is about an assemblage becoming present as fundamentally different “things”
framed by different intentions. What we’re looking at here is something we may
call “multiintentionality.”
While we may recognize this, we are clearly also reluctant to acknowledge
just how far the implications of this multiintentionality reaches. Indeed, it is
precisely because these different perspectives, or interfaces, have been made
separate that this multiintentionality can evolve. Had all these possible ways of
accessing or using the assemblage been available through the same interface, the
situation would have been very different as this would open up as a more or less
continuous field of possible interpretations. Their design, however, is based on
the opposite strategy: to offer an interface as simple as possible with respect to
the identified and intended forms of use in question: to listen to music, to find a
restaurant, to play a game, to send a message to your loved one, to buy a piece of
clothing, to track user locations, and so on and so forth. This is the primary
design program of the “app” genre. Thus, you access the assemblage not through
an open question about what it can do for you, but via carefully designed
interfaces that offer not only a specific functionality but also a careful framing of
the assemblage as a particular thing.
If we bring this observation back to the phenomenological notion of
bracketing, and the method of eidetic reduction, we get another view on the
significant difference between surface and interface. When Edmund Husserl
formed a method to seek the essence of things as they emerge through
experience, he looked for something that would transcend the particularities of
each individual experience and allow us to grasp what is invariant. At the risk of
overly reducing these extensive philosophical investigations, there are a couple
of moves that stand out as crucial in trying to understand the “essence” of
something in this way. First, he made the seemingly paradoxical claim that in
order to “turn to the things themselves” we need to bracket the “natural” world
(epoché). This means that we turn to how the things present themselves to our
consciousness, but that we at the same time suspend all judgment regarding what
may or may not actually be there independent of human experience. The second
move is to see what is invariant by actively performing a kind of systematic
variation upon these phenomena. To get an idea of how this method, called
eidetic variation, works, imagine that you are trying to form an idea of what the
essence of “tree” is: rather than just standing at some point looking at a tree, you
would walk around it, look at it from different angles and distances. You would
then turn to another tree and do the same, and so on and so forth. And
throughout this process, your attention is tuned toward what stays invariant
across all these experiences of trees; you try to transcend them and form an
understanding beyond what is present in any given experience. Eventually you
understand what “tree” is. Eidetic variation, or reduction, is somewhat similar to
this only that it operates not (only) on sensory experience, but on how things, or
phenomena, appear in consciousness.
Obviously, this does not come close to capturing the depth of
phenomenological method, but even this brief glimpse of it allows us to reflect
upon the significant differences between surface and interface. This method is
about tracing the outlines of something assuming that its metaphorical “surface”
(as that which is, again metaphorically, presented to us) is continuous—that the
different variations presented through consciousness are not only connected but
come to express specific kinds of continuity across instances, namely one that is
directly related to its essence. The notion of “shape/form” is more metaphorical
here, but that there is a basic relation between form and idea is a notion at least
as old as Plato, and here it comes to expression as a way of understanding
essence through what is invariant. Indeed, the origin of the word “eidos” holds
meanings related to both “form” and “shape” as well as being the start of our
word “idea.”
Here, however, we must also note the importance of intentionality. According
to phenomenology, the human consciousness is always directed toward
something; it has an inherent directionality. Thus, when we try to grasp the
essence of a hammer, the way we approach its variations to seek what is
invariant will not only depend on how the thing presents itself in some kind of,
on our side, completely passive act of mere registration, but importantly through
how we actively relate to it. This is where Heidegger makes his move,
emphasizing that it is through use that a thing like a hammer will present its
most significant characteristics to us. This is because, unlike the tree, the
hammer is primarily a tool, and thus “the less we just stare at the thing called
hammer, the more we take hold of it and use it, the more original our relation to
it becomes and the more undisguisedly it is encountered as what it is, as a useful
thing” (Heidegger 2010, 69).
Turning now to the notion of interfaces, precisely this matter of what it means
to turn to something transforms. First, because we do not face a surface in a
general sense, but an already from the start defined framing of how interior and
exterior are functionally related to each other. And second, because this framing
is not just a matter of our own intentions as we approach the thing as a tool, but
importantly also something based on the intentions framing the interface as such.
While a surface can be functionally specific, an interface has to be. We can talk
about general interfaces, but they are still somehow based on functionality, on a
certain connection between interior and exterior. In other words, whereas a
surface is open for continuous variation across instances, an interface is not.
Compare performing a kind of eidetic variation on a tree versus trying to do
the same with a fluid assemblage. Moving around trees, looking at them from
different perspectives, the experience of “tree” is continuous in a certain sense.
Turning to our fluid assemblage, we can of course make it present itself to us in
a number of different ways; we can compare use across different devices, we can
use it in different countries or log in as different users with different histories and
preferences and register the differences in results and perspective this brings
about, and so on. But there are distinct limitations to what variations we can
experience, and we know that there is much about this thing that falls outside
what we actually experience through this particular interface.
This means that the act of “bracketing” starts to perform in a very different
way: instead of suspending judgment about the natural world, like we did when
we did not engage in, say, the genetic biology of plants when trying to grasp the
phenomenological essence of “tree,” what we instead get here is a bracketing of
what falls outside what this particular interface gives us access to. And while this
may capture my understanding of what this thing is and does, it will not include
aspects I was not meant to see through this interface.
To get to a more complete and continuous outline of what a fluid assemblage
actually is, we therefore cannot stay with our own intentional directionality but
must include also other, and sometimes completely different, trajectories. We
must turn to other interfaces, and even try to get to what exists between
interfaces. It might even be that no one actually has a complete grasp on the
assemblage. We may even question whether there is any essence to be found at
all, as these things might not have such. What is more clear, however, is that we
now have to relate to some kind of “multiintentionality” where the
transcendence we need to aim for more significantly than before needs to
embrace diversity, and of acknowledging that there is no one point from which
one can form a more “complete” conceptual framing of something like a fluid
assemblage.
The observation made earlier, that to “use” an assemblage is to become part of
it, therefore takes on very profound meanings. While a term such as “consumer
data harvesting” may be a description of what an analyst is up to, it also
highlights how being a consumer in a very practical way is also to perform a
function, to be a component in an assemblage, that among other things generates
such data.2 Thus, what seems to us to be a situation where it is our intention and
objective that determine what is going on and what is going to happen next, we
might at the very same time be acting as a component without really knowing
precisely what function we perform.
Tuning formations
Use of things that are fluid assemblages entails participating in these larger
structures and processes; and designing them means configuring the terms of this
participation for the entities involved—humans and things, users and usees.
Thus, there are extensive ongoing feedback loops in which things are updated
and customized, and data about use is collected in order to inform future
customization and, perhaps even more important, to turn our everyday practices
into data that feeds the processes of “cybernetic capitalism” (Raley 2013).
Dataveillance—“the disciplinary and control practice of monitoring,
aggregating, and sorting data”—now not only monitors but also predicts and
prescribes (Raley 2013, 124). Big data analysis is structured by non-transparent
and self-reinforcing mathematical models that can have very real consequences
for, among many other things, whether someone is able to get a job, get
insurance, or get parole (O’Neil 2016).
It is possible to see these intertwined processes of ongoing design, use, and
assembling as processes of tuning.3 The forms that things take are tuned, as are
the structures of the larger formations of which they are part. The processes of
formation themselves are also subject to this tuning; it is perhaps even these
processes that are the main site for design intervention, taking precedence over
the honing of physical forms that has so far been the dominant mode of
industrial design. Fluid assemblages form, operate, and evolve through ongoing
processes of tuning within larger formations. These formations typically orient
tuning processes toward extracting the most useful data, and thus to tuning
human behaviors in order to enable that extraction.
It is perhaps worth emphasizing again at this point that fluid assemblages are
not strictly good or bad. The fact that a thing that is a fluid assemblage is a thing
for use and also a thing in a larger assemblage can be the source of fantastic
possibilities as well as the most misdirected uses of big data and systems of
dataveillance. The personalization of things can be delightful, even as it can also
border on creepy. However, it is also important to recognize the degree to which
things have well and truly changed. The contract between design and use that
was inherent in industrial systems of production has been replaced by terms of
service, licensing agreements, privacy policies, forced updates, and opaque
applications. Legal and political frameworks have not even begun to keep pace
with these new realities. On the other side, as people who use fluid assemblages,
it is not yet clear how we should make sense out of personalization that is not
personal at all, or relate to machines that optimize their relations to us on the
basis of massive amounts of collected data and machine learning.
It is in this context that it seems we need practices of onto-cartography that are
geared toward following the tuning formations of fluid assemblages. Here Levi
Bryant’s concept of gravity is particularly helpful: gravity “refers to the way in
which the structural openness, movement, and becomings of one machine are
mediated by another machine” (Bryant 2014, 193). Onto-cartography involves
mapping the gravitational relations between machines. In the context of fluid
assemblages, we can see that there are certain entities that exert tremendous
gravitational force over others—what Bryant terms “bright objects” (Bryant
2014, 202). Examples could be the giants of the web that are almost impossible
for connected systems to avoid, such as Google, Amazon, and Facebook.
Government dataveillance programs can also be a significant factor. And then of
course we also need to map the relations among the various other entities
involved.
The purpose of such mapping is in order to understand and intervene in
worlds. Bryant calls this a practice of geophilosopy, with three dimensions: onto-
cartography—producing topographical maps of assemblages; deconstruction—
severing relations between machines that sustain particular patterns; and
terraformation—adding machines to existing worlds “to create new paths of
movement and becoming” (Bryant 2014, 274). The practice of deconstruction
aligns with the possibility that Tonkinwise identifies for design to be also about
designing away, not only creating the new (Tonkinwise 2014). The practice of
terraformation resonates perhaps most strongly though with design as an
intentional practice of bringing about change in the world.
So far the biggest overall gravitational force that influences the becoming and
operation of fluid assemblages is that of cybernetic capitalism. Indeed,
capitalism has always been the driving force that fuels industrial design, so in
this sense it is nothing new. However, what does seem to be decidedly new is the
culmination of the development of market feedback loops being embodied in
things themselves, and the ongoing and dynamic relations that they entail. It is
optimization of things based on market logic, users being constantly
interpellated as consumers and disciplined subjects.
In this new landscape of fluid assemblages, design as a primarily form-giving
practice is no longer adequate. To design, and to design with, fluid assemblages
is to design forms and processes of becoming; to assemble and be assembled; to
tune forms and formations.
Aesthetics of immanence
When we introduced the notion of fluid assemblages earlier in this book, we
argued that current design aesthetics seem to be oriented toward an ambition to
craft totalities. Indeed, there was a need for such an aesthetic orientation in light
of how industrial production transformed the way things were made, and how
the sense of a whole made and cared for by the craftsman had to be replaced
with something that would bring the various parts and machine-made
components together. In many ways, it is the very same orientation that has
made our current condition possible, that of providing strong and unitary
experiences of something that seems to us to be one thing, when the underlying
technology in fact is far from anything like a coherent and consistent whole. As
we have tried to show, however, the effectiveness of this approach hides other
issues that we also need aesthetics to address as we consider the social contract
that design is meant to establish; that is, we both literally and metaphorically can
trust the things we use. Indeed, the crafting of such a contract between design
and use can be seen as one of the most central implications of design being a
service discipline (Nelson and Stolterman 2012).
It has been remarked many times in interaction design discourse that the
temporality of computational things is central. Computational things have
behavior and a complexity unfolding over time that an aesthetics primarily
oriented toward visual form does not account for, and that we therefore need
aesthetics dealing also with acts, motion, process, etc. But following the
argument presented earlier, we need to push this point even further: the
difference here is not just one of time and temporality, it is a difference between
transcendence and immanence. Or in other words, whereas design expression is
currently built around an aesthetics of transcendence because this was the most
critical thing to achieve in industrialized mass production, fluid assemblages
instead call for an aesthetics of immanence.
While incorporating temporality certainly prepares for some of the issues in
how fluid assemblages can be designed to present themselves in and through
use, we also need to take care of how we actually are able to make sense of,
interpret and understand, these things as what they actually are, as assemblages.
To achieve this, we cannot rely on an aesthetic fundamentally oriented toward
making totalities. Indeed, just as industrial design needed new aesthetics to
address the challenges posed by industrial production, we believe we are going
to need new aesthetics to deal with fluid assemblages.
When it comes to aesthetics, therefore, it is not enough to address the fact that
these networked computational things change over time in the sense of changing
appearance, added functions, and so on—what we typically call “interaction”
and deal with in for instance interaction design. If such temporal aesthetics still
operate under the assumption that the meaningful whole conveyed in experience
needs to be a kind of “totality,” then we still fail to address what truly
characterize these things, namely that they are assemblages. Here, it is worth
recalling Jane Bennett’s introduction, and how “assemblages are living,
throbbing confederations that are able to function despite the persistent presence
of energies that confound them from within. … Each member and proto-member
of the assemblage has a certain vital force, but there is also an effectivity proper
to the grouping as such: an agency of the assemblage. And precisely because
each member-actant maintains an energetic pulse slightly ‘off’ from that of the
assemblage, an assemblage is never a stolid block but an open-ended collective,
a ‘non-totalizable sum.’” (Bennett 2010, 23–24)
This inherent instability, and in particular the complex agency of assemblages
that in no sense is subject to “user control,” is so central to how these things
work that to solve the issue of how fluid assemblages come to expression
through use—that is, how our aesthetics help us deal with these matters when
designing—by instead trying our best to hide them is in so many ways just the
same as trying to make mass-produced objects look like they were handmade. At
first this may seem comforting, but as the previous way of making never had to
deal with the levels of complexity that then come about, the limits of the
approach will eventually cause it to break down. We argue our current situation
is very similar: industrial aesthetics still work, but the issues it cannot deal with
are amassing.
And so, we arrive at the question: What would an aesthetic proper to these
new things then be like, and what would an aesthetics of immanence entail? This
question we cannot answer here, the reason being that it calls for something else
than what has been our current task at hand. This question about aesthetics is not
an analytical problem. This is a question for design: a question that calls for
extensive experimentation, for new ways of working, probably even for new
practices of design.
Concluding remarks
We cannot through analysis arrive at an answer to what the design and use of
fluid assemblages should be like. Nor can we through philosophical articulations
arrive at all the necessary tools we need to live well with these technologies. But
what we can do is to start to conceptually furnish a place where design can go to
work, and where use can be explored as a curious and critical activity.
Much like designing needs it spaces such as the studio and the workshop, it
needs its conceptual spaces, its tools to think with. But while designing in the
workshop makes use of the tools available, there is still a basic difference
between using tools and doing design. The situation here is quite similar. We
have aimed to present conceptual tools, along with introductions and ideas about
how to use them, but the basic distinction remains: also here there is a difference
between using conceptual tools and doing design.
In this book, we have tried to set up a workshop for a different kind of
conceptual work, along with some ideas about what materials, issues,
stakeholders, contexts, and concerns to work with in this space. We have also
argued that this workshop is not only meant for what we used to call “design,”
but importantly also for what we used to refer to as a matter of “use” (and
understanding use and its consequences). With fluid assemblages, this is no
longer a dichotomy but a spectrum of acts, agencies, intentions, and more. Thus,
above all, it is a “workshop” equipped for rethinking the ways things currently
are in light of what we hope they will become. In short, it is about creating a
place for changing things.
Notes
1 What is here translated as “making” (and in other translations as “producing”) is in the German original
hergestellen. Thus, one important aspect that is lost in translation is the intimate connection to the many
other words related to stellen that he is using, perhaps most notably Gestell (enframing).
2 This resonates with Hamid Ekbia and Bonnie Nardi’s notion of inverse instrumentality, describing a
sociotechnical system that requires humans to perform certain functions as component parts (Ekbia and
Nardi 2012).
3 Richard Coyne’s (2010) investigation of the role of media technologies in the tuning of place has
helpfully influenced the conception we develop here.
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Index
data
collection here–here, here
combinations of here
and information here–here, here–here
massive quantities of here
points here
processing here–here
data-driven economy here
data-intensive processes here
dataveillance here, here
programs here
deconstruction here
DeLanda, Manuel here
Deleuze, Gilles here, here, here, here, here, here
democratic rationalization here
“democratization” of media participation here
design/designing here–here, here–here
approach, foundational for here–here
central implications of here
domains of here, here
intervention here
methodology here–here
studies, scholarship in here
theory here, here
types of here
worldview here
devices
connectivity and complexity of here
landscapes here
paradigm here–here, here
digital materials here–here, here
digital media here, here, here
digital music players here, here
digital networked things here, here, here
digital technology here, here, here. See also technology
disclosure, forms of here
discursive frameworks here
discursive practices here
distribution patterns here
Do Not Track signals here
duomining here
Duportail, Judith here
dynamic ad markets here
dynamic audio here
hacking here–here
handiness here
Harman, Graham here–here
HCI. See human–computer interaction (HCI)
Heidegger, Martin here, here, here, here–here, here–here, here–here, here
analysis here
heritage from here
ontology here–here
hermeneutic relations here
hippie entrepreneurs here
historical logic here
Hobbes, Thomas here
human activity here–here
domains of here
mediational structure in here
human agency here, here, here
human analysis here
human–computer interaction (HCI) here, here, here
human experience here, here, here, here, here, here
human perception here, here, here
human subjectivity here
human–technology relations here
human–world interface here
hypermediacy here
hyperobjects here
machine here
animating agencies of here–here
concept of here
learning here
manually building here
Marcuse, Herbert here–here
market feedback loops, development of here
Marx, Karl here–here
mass consumption here, here
massive surveillance, programs of here
mass multiplication here
mass-produced object here, here
mass production, requirements of here
materialism here–here
ideas about here–here
materialist perspectives here
materials here, here, here, here
speculation here
McLuhan, Marshall here
means of production here, here
mechanical construction here–here
mechanisms of evolution here
media here–here
for communication here
definition of here
dynamics of here
forms, convergence of here
landscape here
technologies here–here
mediations here–here, here
kinds of here
Meillassoux, Quentin here
meta-data here–here, here
military intelligence here
Millar, David here
Minimum Viable Product here
modern computing here–here
moments-based marketing here, here
Morton, Timothy here
Moses, Robert here
MP3 file format here
multiinstability here–here
multiintentionality here–here
multiple complex dynamics here
multistability here, here, here
concept of here
notion of here
Mumford, Lewis here, here
music here–here
distribution here
industry, business models in here
listening to here, here
playback, techniques for here
music players here
production and customization of here
short history of here–here
music-playing technologies here. See also technology
pre-digital examples of here
music-playing things here
assembling of here