ok, I put some of these notes quickly together on the blog. Main idea: proletarisation of user interaction. Comments welcome! https://networkcultures.org/entreprecariat/infinite-scroll-proletarisation/
and soon this book on "lurking" will be out! Subtitle: "How a person became a user" https://nymag.com/intelligencer/2020/02/lurking-by-joanne-mcneil-a-lurkers-history-of-online.html
ok, so here's my tentative chronology of XMLHttpRequest/ AJAX:
2000: Microsoft comes up with XMLHttpRequest (the cornerstone of AJAX) and implements it in Outlook Mail: https://en.wikipedia.org/wiki/XMLHttpRequest#History
2004: Google borrows several ideas from Oddpost to create Gmail: https://en.wikipedia.org/wiki/Oddpost
this might have been the historical bifurcation moment: "There were two implementations [of Outlook Web Access] that got started, one based on serving up straight web pages as efficiently as possible with straight HTML, and another one that started playing with the cool user interface you could build with DHTML." https://web.archive.org/web/20070623125327/http://www.alexhopmann.com/xmlhttp.htm
Paul Graham in 2005: "Near my house there is a car with a bumper sticker that reads "death before inconvenience." Most people, most of the time, will take whatever choice requires least work. If Web-based software wins, it will be because it's more convenient. And it looks as if it will be, for users and developers both." http://www.paulgraham.com/road.html
God bless the Wayback machine, which salvaged my 2015 thoughts on hyperlinearity https://web.archive.org/web/20151114093433/http://silviolorusso.com:80/a-couple-of-thoughts-on-hyperlinearity/
ok, I tried to put together a tentative chronology of this idea of Interface Industrialization, connecting the emergence of web apps, the invention of the infinite scroll, the appearance of syndication and aggregation, the introduction of smartphones and thus the swipe gesture. Spoiler: it ends with a US Senator wanting to ban infinite scroll
<<Nguyen [creator of Flappy Bird] wanted to make games for people like himself: busy, harried, always on the move. “I pictured how people play,” he says, as he taps his iPhone and reaches his other hand in the air. “One hand holding the train strap.” He’d make a game for them.>> https://www.rollingstone.com/culture/culture-news/the-flight-of-the-birdman-flappy-bird-creator-dong-nguyen-speaks-out-112457/
"We could have games for anything. Games for attending classes, co-working, and making art. Games for work. Games for just hanging out. We're going to make these kinds of games. But at this point, it's time we stop thinking about them as games and start considering them part of a broader field: spatial interfaces." https://darkblueheaven.com/spatialinterfaces/
"The accumulation of gadgets hides these meanings Those who use these devices do not understand them; those who invent them do not understand much else. That is why we may *not*, without great ambiguity, use technological abundance as the index of human quality and cultural progress." Wright Mills (1959)
"I realized that we can't have a single good term to describe what we do with digital media for a reason.
In the 1960s-1970s digital media pioneers like Alan Kay systematically simulated most existing mediums in a computer. Computers, and various computing devices which followed (such as "smart" phones)came to support reading, viewing, participating, playing, remixing, collaborating.. and also many new functions.
This is why 20th century term s- reader, viewer, participant, publisher, player, user - all apply."
Lev Manovich in 2011
"From the perspective of system developers, a utilitarian morality governs technology use. The good user is one who adopts the systems we design and uses them as we envisioned (Redmiles et al., 2005). Similarly, the bad or problematic user is the one who does not embrace the system or device. This creates a moral problem, a stain to be eradicated." https://www.ics.uci.edu/~djp3/classes/2012_01_INF134/papers/nonuse-ozchi.pdf
ok, I finally have a synthetic table of what I mean by "user proletarianization" https://networkcultures.org/entreprecariat/the-user-condition-03-user-proletarianization/
angry birds (action) vs flappy bird (behavior) for now in Italian, but soon to be translated and expanded
"Hence one has to ask what happens existentially when I press a key. What happens when I press a typewriter key, a piano key, a button on a television set or on a telephone. What happens when the President of the United States presses the red button or the photographer the camera button. I choose a key, I decide on a key. I decide on a particular letter of the alphabet in the case of a typewriter, on a particular note in the case of a piano, on a particular channel in the case of a television set, or on a particular telephone number. The President decides on a war, the photographer on a picture. Fingertips are organs of choice, of decision." Flusser
mobile screens are tiny
"Nearly three quarters of the world will use just their smartphones to access the internet by 2025" https://www.cnbc.com/2019/01/24/smartphones-72percent-of-people-will-use-only-mobile-for-internet-by-2025.html
here's some thoughts on computer users and mobile first influence https://networkcultures.org/entreprecariat/mobile-first-world/
"[…] software relies on the assumption that there is something like a programmer and something like a user. This also presents a special set of problems, the most important of which is the status of the actor versus the acted-upon, and under which circumstances which is which" Galloway, The Interface Effect
Alan Kay to Steve Jobs re. the iPad: “Look Steve. You know, you’ve made something that is perfect for 2-year-olds and perfect for 92-year-olds. But everybody in-between learns to use tools.” https://www.fastcompany.com/40435064/what-alan-kay-thinks-about-the-iphone-and-technology-now
in a different timeline we all use the "knee brace" instead of the mouse https://www.dougengelbart.org/content/view/224/217/
on the concept of user
1) User. I can't provide a singular definition of this term, because the tensions between contrasting definitions provide fertile ground on the research. Alexander Galloway points out that one of the main software dichotomies is the user versus the programmer, the latter being the one who acts and the former being the one who's acted upon. According to Paul Dourish and Christine Satchell, the "user" is a discursive formation to articulate the relationship between humans and machines. For Olia Lialina, the concept of user is a way to highlight the system that mediates the interaction. Lev Manovich indicates that user is just a convenient generic term for who can be considered from time to time a player, a gamer, a musician, etc. Manovich's point is something I'm considering further. This variety of uses he suggest is predicated upon the conviction that the computer is, in Alan Kay's words, a metamedium. But, when the main personal computer becomes the smartphone, is that still the case?
here's some thoughts on movement and relocation on computers, blessed by @luxpris beautiful gif https://networkcultures.org/entreprecariat/on-movement-and-relocation/
knowledge as know-how
Knowledge is always a know-how. This know-how, which might be implicit, is first codified and then automated: a technique becomes a commodity. Example: online search. What search engines commodify is not the information itself but the information retrieval process. The PageRank algorithm codifies the social practice of linking. The list of results is the commodity that derives from such codification process.
terminological conundrum, help needed!
How to call that messy assemblage around computers made of popular devices, semi-standardized interface layouts of apps and websites, widespread functional expectations, daily online habits, prevailing sentiment towards technology?
- mainstream computing
- the anti-Stallman
- the Techium
- the generalist software-hardware continuum
- normie computerdom
- platform consensus
- hegemonic computing
We are an instance for discussions around cultural freedom, experimental, new media art, net and computational culture, and things like that.