| Interface as the Key Category of Computer 
              CulturePresentation at InterfaceExplorer symposium
 In 1984 the director of Blade Runner Ridley Scott was hired to 
              create a commercial which introduced Apple Computer's new Macintosh. 
              In retrospect, this event is full of historical significance. Released 
              within two years of each other, Blade Runner (1982) and Macintosh 
              computer (1984) defined the two aesthetics which, twenty years, 
              still rule contemporary culture. One was a futuristic dystopia which 
              combined futurism and decay, computer technology and fetishism, 
              retro-styling and urbanism, Los Angeles and Tokyo. Since Blade Runner 
              release, its techno-noir was replayed in countless films, computer 
              games, novels and other cultural objects. And while a number of 
              strong aesthetic systems have been articulated in the following 
              decades, both by individual artists (Mathew Barney, Mariko Mori) 
              and by commercial culture at large (the 1980s "post-modern" 
              pastiche, the 1990s techno-minimalism), none of them was able to 
              challenge the hold of Blade Runner on our vision of the future. In contrast to the dark, decayed, "post-modern" vision 
              of Blade Runner, Graphical User Interface (GUI), popularized by 
              Macintosh, remained true to the modernist values of clarity and 
              functionality. The user's screen was ruled by strait lines and rectangular 
              windows which contained smaller rectangles of individual files arranged 
              in a grid. The computer communicated with the user via rectangular 
              boxes containing clean black type rendered again white background. 
              Subsequent versions of GUI added colors and made possible for users 
              to customize the appearance of many interface elements, thus somewhat 
              deluding the sterility and boldness of the original monochrome 1984 
              version. Yet its original aesthetic survived in the displays of 
              hand-held communicators such as Palm Pilot, cellular telephones, 
              car navigation systems and other consumer electronic products which 
              use small LCD displays comparable in quality to 1984 Macintosh screen. 
             Like Blade Runner, Macintosh's GUI articulated a vision of the 
              future, although a very different one. In this vision, the lines 
              between human and is technological creations (computers, androids) 
              are clearly drawn and decay is not tolerated. In computer, once 
              a file is created, it never disappears except when explicitly deleted 
              by the user. And even then deleted items can be usually recovered. 
              Thus if in "meatspace" we have to work to remember, in 
              cyberspace we have to work to forget. (Of course while they run, 
              OS and applications constantly create, write to and erase various 
              temporary files, as well as swap data between RAM and virtual memory 
              files on a hard drive, but most of this activity remains invisible 
              to the user.)  Also like Blade Runner, GUI vision also came to influence many 
              other areas of culture. This influence ranges from purely graphical 
              (for instance, use of GUI elements by print and TV designers) to 
              more conceptual. In the 1990s, as the Internet progressively grew 
              in popularity, the role of a digital computer shifted from being 
              a particular technology (a calculator, a symbol processor, an image 
              manipulator, etc.) to being a filter to all culture, a form through 
              which all kinds of cultural and artistic production is being mediated. 
              As a window of a Web browser comes to replace cinema and television 
              screen, a wall in art gallery, a library and a book, all at once, 
              the new situation manifest itself: all culture, past and present, 
              is being filtered through a computer, with its particular human-computer 
              interface.  In semiotic terms, the computer interface acts as a code which 
              carries cultural messages in a variety of media. When you use the 
              Internet, everything you access - texts, music, video, navigable 
              spaces - passes through the interface of the browser and then, in 
              its turn, the interface of the OS. In cultural communication, a 
              code is rarely simply a neutral transport mechanism; usually it 
              affects the messages transmitted with its help. For instance, it 
              may make some messages easy to conceive and render others unthinkable. 
              A code may also provide its own model of the world, its own logical 
              system, or ideology; subsequent cultural messages or whole languages 
              created using this code will be limited by this model, system or 
              ideology. Most modern cultural theories rely on these notions which 
              I will refer to together as "non-transparency of the code" 
              idea. For instance, according to Whorf-Sapir hypothesis which enjoyed 
              popularity in the middle of the twentieth century, human thinking 
              is determined by the code of natural language; the speakers of different 
              natural languages perceive and think about world differently. Whorf-Sapir 
              hypothesis is an extreme expression of "non-transparency of 
              the code" idea; usually it is formulated in a less extreme 
              form. But then we think about the case of human-computer interface, 
              applying a "strong" version of this idea makes sense. 
              The interface shapes how the computer user conceives the computer 
              itself. It also determines how users think of any media object accessed 
              via a computer. Stripping different media of their original distinctions, 
              the interface imposes its own logic on them. Finally, by organizing 
              computer data in particular ways, the interface provides distinct 
              models of the world. For instance, a hierarchical file system assumes 
              that the world can be organized in a logical multi-level hierarchy. 
              In contrast, a hypertext model of the World Wide Web models the 
              world as a non-hierarchical system ruled by metonymy. In short, 
              far from being a transparent window into the data inside a computer, 
              the interface bring with it strong messages of its own.  As an example of how the interface imposes its own logic on media, 
              consider "cut and paste" operation, standard in all software 
              running under modern GUI. This operation renders insignificant the 
              traditional distinction between spatial and temporal media, since 
              the user can cut and paste parts of images, regions of space and 
              parts of a temporal composition in exactly the same way. It is also 
              "blind" to traditional distinctions in scale: the user 
              can cut and paste a single pixel, an image, a whole digital movie 
              in the same way. And last, this operation also renders insignificant 
              traditional distinctions between media: "cut and paste" 
              can be applied to texts, still and moving images, sounds and 3D 
              objects in the same way. The interface comes to play a crucial role in information society 
              yet in a another way. In this society, not only work and leisure 
              activities increasingly involve computer use, but they also converge 
              around the same interfaces. Both "work" applications (word 
              processors, spreadsheet programs, database programs) and "leisure" 
              applications (computer games, informational DVD) use the same tools 
              and metaphors of GUI. The best example of this convergence is a 
              Web browser employed both in the office and at home, both for work 
              and for play. In this respect information society is quite different 
              from industrial society, with its clear separation between the field 
              of work and the field of leisure. In the nineteenth century Karl 
              Marx imagined that a future communist state would overcome this 
              work-leisure divide as well as the highly specialized and piece-meal 
              character of modern work itself. Marx's ideal citizen would be cutting 
              wood in the morning, gardening in the afternoon and composing music 
              in the evening. Now a subject of information society is engaged 
              in even more activities during a typical day: inputting and analyzing 
              data, running simulations, searching the Internet, playing computer 
              games, watching streaming video, listening to music online, trading 
              stocks, and so on. Yet in performing all these different activities 
              the user in essence is always using the same few tools and commands: 
              a computer screen and a mouse; a Web browser; a search engine; cut, 
              paste, copy, delete and find commands. Cultural Interfaces
 The term human-computer interface (HCI) describes the ways in which 
              the user interacts with a computer. HCI includes physical input 
              and output devices such a monitor, a keyboard, and a mouse. It also 
              consists of metaphors used to conceptualize the organization of 
              computer data. For instance, the Macintosh interface introduced 
              by Apple in 1984 uses the metaphor of files and folders arranged 
              on a desktop. Finally, HCI also includes ways of manipulating this 
              data, i.e. a grammar of meaningful actions which the user can perform 
              on it. The example of actions provided by modern HCI are copy, rename 
              and delete file; list the contents of a directory; start and stop 
              a computer program; set computer's date and time.  The term HCI was coined when computer was mostly used as a tool 
              for work. However, during the 1990s, the identity of computer has 
              changed. In the beginning of the decade, a computer was still largely 
              thought of as a simulation of a typewriter, a paintbrush or a drafting 
              ruler -- in other words, as a tool used to produce cultural content 
              which, once created, will be stored and distributed in its appropriate 
              media: printed page, film, photographic print, electronic recording. 
              By the end of the decade, as Internet use became commonplace, the 
              computer's public image was no longer that of tool but also that 
              a universal media machine, used not only to author, but also to 
              store, distribute and access all media.  As distribution of all forms of culture becomes computer-based, 
              we are increasingly "interfacing" to predominantly cultural 
              data: texts, photographs, films, music, virtual environments. In 
              short, we are no longer interfacing to a computer but to culture 
              encoded in digital form. I will use the term "cultural interfaces" 
              to describe human-computer-culture interface: the ways in which 
              computers present and allows us to interact with cultural data. 
              Cultural interfaces include the interfaces used by the designers 
              of Web sites, CD-ROM and DVD titles, multimedia encyclopedias, online 
              museums and magazines, computer games and other new media cultural 
              objects.  If you need to remind yourself what a typical cultural interface 
              looked in the second part of the 1990s, say 1997, go back in time 
              and click to a random Web page. You are likely to see something 
              which graphically resembles a magazine layout from the same decade. 
              The page is dominated by text: headlines, hyperlinks, blocks of 
              copy. Within this text are few media elements: graphics, photographs, 
              perhaps a QuickTime movie and a VRML scene. The page also includes 
              radio buttons and a pull-down menu which allows you to choose an 
              item from the list. Finally there is a search engine: type a word 
              or a phrase, hit the search button and the computer will scan through 
              a file or a database trying to match your entry.  For another example of a prototypical cultural interface of the 
              1990s, you may load (assuming it would still run on your computer) 
              the most well-known CD-ROM of the 1990s - Myst (Broderbund, 1993). 
              Its opening clearly recalls a movie: credits slowly scroll across 
              the screen, accompanied by a movie-like soundtrack to set the mood. 
              Next, the computer screen shows a book open in the middle, waiting 
              for your mouse click. Next, an element of a familiar Macintosh interface 
              makes an appearance, reminding you that along with being a new movie/book 
              hybrid, Myst is also a computer application: you can adjust sound 
              volume and graphics quality by selecting from a usual Macintosh-style 
              menu in the upper top part of the screen. Finally, you are taken 
              inside the game, where the interplay between the printed word and 
              cinema continue. A virtual camera frames images of an island which 
              dissolve between each other. At the same time, you keep encountering 
              books and letters, which take over the screen, providing with you 
              with clues on how to progress in the game.  Given that computer media is simply a set of characters and numbers 
              stored in a computer, there are numerous ways in which it could 
              be presented to a user. Yet, as it always happens with cultural 
              languages, only a few of these possibilities actually appear viable 
              in a given historical moment. Just as early fifteenth century Italian 
              painters could only conceive of painting in a very particular way 
              - quite different from, say, sixteenth century Dutch painters - 
              today's digital designers and artists use a small set of action 
              grammars and metaphors out of a much larger set of all possibilities. 
             Why do cultural interfaces - Web pages, CD-ROM titles, computer 
              games - look the way they do? Why do designers organize computer 
              data in certain ways and not in others? Why do they employ some 
              interface metaphors and not others? My theory is that the language of cultural interfaces is largely 
              made up from the elements of other, already familiar cultural forms. 
              The three forms in particular play a key role in detereming the 
              cultural interfaces in the 1990s. The first form is cinema. The 
              second form is the printed word. The third form is a general-purpose 
              human-computer interface (HCI).  As it should become clear from the following, I use words "cinema" 
              and "printed word" as shortcuts. They stand not for particular 
              objects, such as a film or a novel, but rather for larger cultural 
              traditions (we can also use such words as cultural forms, mechanisms, 
              languages or media). "Cinema" thus includes mobile camera, 
              representation of space, editing techniques, narrative conventions, 
              activity of a spectator -- in short, different elements of cinematic 
              perception, language and reception. Their presence is not limited 
              to the twentieth-century institution of fiction films, they can 
              be already found in panoramas, magic lantern slides, theater and 
              other nineteenth-century cultural forms; similarly, since the middle 
              of the twentieth century, they are present not only in films but 
              also in television and video programs. In the case of the "printed 
              word" I am also referring to a set of conventions which have 
              developed over many centuries (some even before the invention of 
              print) and which today are shared by numerous forms of printed matter, 
              from magazines to instruction manuals: a rectangular page containing 
              one or more columns of text; illustrations or other graphics framed 
              by the text; pages which follow each sequentially; a table of contents 
              and index.  Modern human-computer interface has a much shorter history than 
              the printed word or cinema -- but it is still a history. Its principles 
              such as direct manipulation of objects on the screen, overlapping 
              windows, iconic representation, and dynamic menus were gradually 
              developed over a few decades, from the early 1950s to the early 
              1980s, when they finally appeared in commercial systems such as 
              Xerox Star (1981), the Apple Lisa (1982), and most importantly the 
              Apple Macintosh (1984). Since than, they have become an accepted 
              convention for operating a computer, and a cultural language in 
              their own right. Cinema, the printed word and human-computer interface: each of 
              these traditions has developed its own unique ways of how information 
              is organized, how it is presented to the user, how space and time 
              are correlated with each other, how human experience is being structured 
              in the process of accessing information. Pages of text and a table 
              of contents; 3D spaces framed by a rectangular frame which can be 
              navigated using a mobile point of view; hierarchical menus, variables, 
              parameters, copy/paste and search/replace operations -- these and 
              other elements of these three traditions are shaping cultural interfaces 
              today. Cinema, the printed word and HCI: they are the three main 
              reservoirs of metaphors and strategies for organizing information 
              which feed cultural interfaces.  Bringing cinema, the printed word and HCI interface together and 
              treating them as occupying the same conceptual plane has an additional 
              advantage -- a theoretical bonus. It is only natural to think of 
              them as belonging to two different kind of cultural species, so 
              to speak. If HCI is a general purpose tool which can be used to 
              manipulate any kind of data, both the printed word and cinema are 
              less general. They offer ways to organize particular types of data: 
              text in the case of print, audio-visual narrative taking place in 
              a 3D space in the case of cinema. HCI is a system of controls to 
              operate a machine; the printed word and cinema are cultural traditions, 
              distinct ways to record human memory and human experience, mechanisms 
              for cultural and social exchange of information. Bringing HCI, the 
              printed word and cinema together allows us to see that the three 
              have more in common than we may anticipate at first. On the one 
              hand, being a part of our culture now for half a century, HCI already 
              represents a powerful cultural tradition, a cultural language offering 
              its own ways to represent human memory and human experience. This 
              language speaks in the form of discrete objects organized in hierarchies 
              (hierarchical file system), or as catalogs (databases), or as objects 
              linked together through hyperlinks (hypermedia). On the other hand, 
              we begin to see that the printed word and cinema also can be thought 
              of as interfaces, even though historically they have been tied to 
              particular kinds of data. Each has its own grammar of actions, each 
              comes with its own metaphors, each offers a particular physical 
              interface. A book or a magazine is a solid object consisting from 
              separate pages; the actions include going from page to page linearly, 
              marking individual pages and using table of contexts. In the case 
              of cinema, its physical interface is a particular architectural 
              arrangement of a movie theater; its metaphor is a window opening 
              up into a virtual 3D space.  Today, as media is being "liberated" from its traditional 
              physical storage media - paper, film, stone, glass, magnetic tape 
              - the elements of printed word interface and cinema interface, which 
              previously were hardwired to the content, become "liberated" 
              as well. A digital designer can freely mix pages and virtual cameras, 
              table of contents and screens, bookmarks and points of view. No 
              longer embedded within particular texts and films, these organizational 
              strategies are now free floating in our culture, available for use 
              in new contexts. In this respect, printed word and cinema have indeed 
              became interfaces -- rich sets of metaphors, ways of navigating 
              through content, ways of accessing and storing data. For a computer 
              user, both conceptually and psychologically, their elements exist 
              on the same plane as radio buttons, pull-down menus, command line 
              calls and other elements of standard human-computer interface. [the text comes from The Language of New Media, MIT Press, 2001]
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