A dialogue between Luna Maurer and Andreas Zangger on the
interaction of humans and machines, on designing systems, and on
participation of the users.
A commissioned text for Caroline Nevejan and the knowledge database
on 'Witnessed Presence'. This dialogue tries to investigate the
questions that arise in the context of our practice. Luna Maurer is
a designer and artist working in the field of digital media. Andreas
Zangger is historian of science and of transnational networks. The
work of Luna Maurer serves as a bracket for our dialogue. But there
will be references to other thinkers, artists and people. Some of
the mentioned projects of Luna Maurer are presented separately. The
three dialogues each have a general topic: the first deals with the
relationship of humans and machines, the second on designing system
and the idea of constraints and freedom in the process, and the
third about users and the intelligence of the crowd.
Tender Talking Machines
LM: Can a machine talk?
AZ: In the early days gramophones were called 'talking machines'.
Nowadays you could ask the question the other way round. Can humans
talk? You see people walking around in the streets and you think:
another one who is having a monologue. But he has his headset on. He
is man-machine hybrid communicating with someone in world out there.
We are all cyborgs.
LM: I see, you mean the machine becomes an extension in order to
amplify our senses. But isn't it also that the machine has its own
logic. We use the tools, but the tools want us to behave in a
certain way? So the tools use us.
AZ: The discussion around technology often revolves around the
question if technology liberates us or enslaves us. Humans still
act, but machines structure our daily lives through and through.
Modern humans actually can't be thought of without machines, they
could not survive. So we are man-machine-man-machine-networks. LM: I
find it exciting if the machine - or even in a wider sense a system
- delivers something to which I need to react to as a person: the
resistance of the system, let's say, people and systems in exchange
with friction.
AZ: This has to be a very productive friction. When a machine does
not do what I want it to, I get either bored or angry.
LM: Angry is better than bored. Then, at least, it does something to
you. But I mean that it should lead to new developments: You
intended to do something but the machine (system/environment that
you act in) formed your action into something else upon which you
have to react again. It is more stimulating, than if it does
everything exactly as you want. Many designers embrace the mistakes
a machine makes and use them as creative input. In this man-machine
relationship needs to be resistance in order to evolve.
AZ: Then you are assigning the machine an interesting role here.
Most people think that machines are there to function.
LM: Even when it functions I have a relationship with the machine. A
lot of times I adapt my behaviour maybe even without noticing. I get
excited about what the machine does, it captures me or I take care
of it. I can do that only when I respect the machine as such. A
project that illustrates this thought is 'Laptop Reflections' shown
in the Graphic Design Museum in Breda. Here the machine becomes an
actor, a sort of an omnipresent eye observing our behaviour with
itself. Because we are conscious of this observation, we react upon
it. There is a constant interaction between us and our laptops.
AZ: I find there is an intriguing twist to that project. On the one
side you create this 'big brother' setting, this eye generating
thousands of pictures of you and what you do. On the other side that
doesn�t seem to be intimidating. Your laptops are not HAL from
Stanley Kubricks �2001: A Space Odyssey�, a computer that takes over
and finally destroys the humans. Instead the visitors see an almost
intimate relationship between the four of you and their laptops. You
see situations from early morning mail checking until late-night
movie watching. There is a smooth interaction and an almost tender
relationship. ?For such a relationship computers not only have to
adapt to humans, but humans also slowly adapt to their computers.
LM: That's one aspect in 'Laptop Reflections'. But our approach
comes more from designing systems. We design systems with rules.
When humans interact with the system these rules constrain what they
can do. Systems have their own logic. The more complex they are, the
more it feels as if the system resists to human interaction. There
is a friction, almost as if the machine has its own will. ?That's
what I was pointing at, when I provocatively asked, if a machine can
talk. I didn't mean the capacity of producing speech, but rather the
possibility of expressing itself by complexity.
Resistance and the unexpected
AZ: You were talking about the resistance of the system or the
machine. That reminds me of sociology of knowledge, where resistance
is an important concept for understanding the development of
knowledge. Ludwik Fleck talks about the situation when some evidence
doesn't fit the theory: either it is just considered as noise or the
group of scientists accepts it as a sign of resistance to their
theory. Only then it can generate new thinking. And also for Bruno
Latour the resistance of objects � he would call them actants � is
crucial for the building of socio-technical networks. I don't want
to go in details, but ask you: what is your interest in
resistance?
LM: When a system has no boundaries, no limitations, it gets boring
soon. The friction and resistance instead lead to engagement. We
start to play with a system in order to find our freedom within the
limits it sets. Look for instance at twitter: the limitation of 140
characters fuels the creativity of people and sharpens their
message.?When I design I try to balance freedom and constraints. You
could say that resistance goes along with constraints and freedom
allows space for the unexpected. That is the reason why I am less
interested in designing fixed shapes. I prefer to design machines,
and I am more curious to discover a process that unfolds once I
press the 'play' button and the machine starts running. With machine
I mean all kinds of systems: it can even be a physical game.
AZ: I guess the idea behind these machines must be more that of a
children's play with no particular goal than a game where you can
win and loose, isn't it?
LM: Right, my work revolves much around the idea of play. You have
rules, you have participants and you have unexpected developments.
This dialogue is similar in a way. One reacts upon another, within
given boundaries, and it can go anywhere within the given framework.
There are so many paths and junctions where to go, and we will just
use one, although there are many possibilities. This is one of many
possible dialogues.
AZ: In history we often talk about contingency. That means that the
development of things is neither predetermined, according to rules
of nature and society, nor is it totally random and unpredictable.
When you look back you can see causes and effects. It can make
sense, although you could not have been sure about the outcome
beforehand. History is an open structure, it can be influenced,
there are millions of interactions going on which have effects on
the course of events.
LM: Some of my projects also focus on the idea of many possible
outcomes, and I actually like those the most. I try to design
systems that are open to influence from outside, the real world. In
our Conditional Design Manifesto we stated this importance of the
input from outside, mostly human interaction.?If we are talking
about our dialogue or play: we, our brains are the real world � the
undefined, undetermined and surprising input. That also is the
intriguing part of participation: when people are part of the
system, you never know what to expect.
AZ: Do you like the design you are creating in your plays?
LM: When I first saw the pictures of Red Fungus I was even a bit
disappointed. The rules I set out were quite tight, but still gave a
lot of freedom to play. But what I saw was only nodes and edges,
people glued a network structure with the stickers. This was the
most obvious shape. Only later on when it evolved more and more it
got very fascinating. The stickers were glued all over the floor and
walls and even on top pf other art works, almost hijacking them.
Then you also saw more variety in what people made with these four
stickers they got. I don't know what is more intriguing: the
patterns or the idea that so many people are part of the piece and
the power that it expresses.
AZ: But I don't think its about the power of the masses, like for
instance in the films of Leni Riefenstahl. It's rather a fascination
for the multitude: every statement is singular and unique. It can
express individuality. But together they form a bigger picture.
Intelligent crowds
AZ: There is an interesting friction between the idea of design and
the input from outside. Design is about creativity, but it is also
about control. Why do you choose not putting the stickers yourself
on the floor? You would have much more control then.
LM: I could not care less to stick stickers on the floor. The joy is
to see what happens when you create a setting where a lot of people
- that don't even know each other - become part of the same system,
use the same tool or material. I look for situations that one person
couldn't have made. But I am also interested in the dynamics. It is
so overwhelming to see these big pieces of fungus, that spread, with
no logic or with a lot of logic - that is to the viewer to
decide.
AZ: And how do make people your allies?
LM: As I said before: limitations stimulate people. They try to
create a message within the little freedom they have. If the
visitors get to much freedom, they would do completely non-related
things. But if you have too little freedom it gets boring as well.
It was interesting to hear the remarks from people at the project in
Flux-S from 'Tape on floor 4': We drew big circles on the floor
following certain rules. The visitors had their own round stickers
and could stick them on the circle lines to make one big snake. Only
on junctions someone could decide in what direction to go. Quite
quickly it became clear that there is too little freedom for
decision making. That lead to little engagement.
AZ: Do you think that the presence of the inventor of the Red Fungus
influenced people, so that they did not think so much what they want
to do, but what they thought was 'meant' to do and that they could
develop their ideas more freely, when nobody was around?
LM: Exactly. People think - what did the artist expect me to do. A
system works best, once people take it over and think of it as their
own tool or system. Maybe Facebook is an example. Nobody thinks of
the inventor of Facebook when using it. Instead it evolves into
dimensions no one foresees. People have to embrace it.
AZ: But nowadays people are asked to participate everywhere.
Caroline Nevejans claims that participation almost became
meaningless these days; there is a participation overload. ?This has
to do with the democratization of our societies. A few centuries
back only a tiny elite was meant to reflect about the world, to say
things with authority, or to represent it in pieces of art. Nowadays
everybody can say something about the world or make representations
about the world. The arrival of the internet promotes this
development massively.
LM: I find it fantastic. The only dilemma is the question, whether
there isn�t the need of some direction or guidance. So in fact, that
means, that the designer of the system has responsibility of
designing systems of such a sort, that it stimulates creativity and
intelligence in people.
AZ: You talk about guidance. Do you actually want everybody to
become an artist or are you just able to collaborate with crowds,
because people are used to produce little public statements all the
time?
LM: I like it, when people are stimulated to ask themselves
questions, to reflect upon our society and not just adapt
pre-existing ideas. Participation is sometimes the method to achieve
this goal. I don�t want to emphasize my personal message. Instead I
find it fascinating to see what emerges when a crowd takes part. A
lot of tiny elements creating a formation together is more
interesting than one fix shape. Everybody delivers a bit of
intelligence and together the whole is something else. ?Mechanical
Turk of Amazon is a good practical example for that. This is a crowd
sourcing tool: people act together as one big machine with everyone
as a small intelligent part. Maybe this isn�t the sort of
participation which we are talking about. Which has more to do with
engagement, and that you make the tools your own and you are able to
create with intelligence.
AZ: Now the concept of intelligence is interesting. Are the people
using the tool intelligent or does the tool have to be intelligent
in order that people actually use it?
LM: Maybe both have to be intelligent: the people use it, use their
creativity to work with it and the tool itself has to be simple yet
intelligent. This is maybe comparable to the aesthetic concepts of
simplicity in science. Although it is very simple to use, it is
possible to gain a big variety of results and it leaves space for
personal expression.?Simple rules, complex outcome, that�s the
ultimate goal.
Link to this project:
poly-luna.com/playful-users-and-intelligent-systems