Software
Art After Programming
by Richard
Wright
Metamute.com
M28, Summer/Autumn'04, July
2004
Ideas about computers and art have
changed a lot over the past 40
years. Where once the possibility of making art with computers was
treated with suspicion, today it is hard to find art that does not in
some way reference the ubiquitous computerisation of society. Here,
digital artist and theorist Richard Wright retraces the evolution of
the debate and of the software tools that helped transform the
computer–art relation.
The history of computing in arts
practice is littered with the mental
debris of its half-forgotten debates, unresolved problems and
anxieties, and questions that have now become as obsolete as the
Commodore 64s and VAX mainframes that accompanied them. Who can
remember the art and technology projects of the sixties when the
question of ‘Can the computer make art?’ allowed a generation of
isolated computer artists to position themselves as a team of intrepid
explorers setting out to cross a new continent without first waiting to
find out whether it could support life. Under what conditions was the
question ever first considered worthy of posing in the first place? Did
the computer offer input into specific art issues, such as arts
relation to other forms of scientific knowledge, to language,
representation or the abandonment of the object? Or was it just
intuitively realised that ‘computer art’ was at the forefront of a
slow, inexorable computerisation of twentieth century society which
would eventually demand access to every facet of human culture?
As computer hardware and the
programming skills needed to operate it
became more accessible, the question ‘Can the computer make art?’ was
asked less and less often. By the beginning of the ’80s artists were
using the first personal computers to produce more varied kinds of work
until, with all this activity growing, the question of whether art was
possible on a computer lost all sense. There was a moment when the
parameters of the question were redrawn, from ‘Can the computer make
art?’ to ‘Can a computer be an artist?’, redirecting it into issues of
simulated creativity and artificial intelligence. It was at this point
that the first cracks of a coming schism in the community of computer
artists became noticeable; this would go on to form the next stage in
the debate. It seemed to a growing number of artists that as the
complexity of software increased, so many new possibilities for the
human artist were appearing that the prospect of deferring to a machine
artist seemed almost indicative of a lack of imagination.
Although the computer seemed to have
made its case as a machine of
creative potential, there now emerged the question of how to
efficiently leverage all this creativity. By the late eighties, the
interactive interfaces and simplified menu commands of personal desktop
systems that had helped to cause this ground swell of activity had
firmly refocused questions on the artists themselves. Were the
pre-packaged functions, options and parameters of the new art
applications sufficient to cover all artistic fields of inquiry, all
aesthetic nuances, all personal idioms? Or would it always be necessary
to have recourse to the precision and particularities of programming
languages in order to ensure that no desire was left uncatered for? ‘Do
artists need to program?’ became the burning question at SIGGRAPH panel
sessions and electronic art festivals.
To some extent this divergence
between programmers and program users
masked the fact that they had become two sides of the same coin. As the
argument went, the artist-programmer would regard ‘…software not as a
functional tool on which the “real” artwork is based, but software as
the material of artistic creation’, as the Transmediale Software Art
jury statement would phrase it much later in 2002. On the other hand,
for program users, programming was only ever a means to an end. Yet it
was their fixation on this end that hastened their acquiescence to the
means of their programs and the reconfiguration of their practice by
programmers. ‘Is the computer a medium or a tool?’ Yes, it was true
that some artists were only interested in software ‘tools’ that were
totally subservient to their subjectivity, but it was a subjectivity
that was now mapped onto minutely variable parameter lists and option
check boxes, mirroring the remoteness of the artist’s precious and
peculiar visions by burying its origins deep within the recesses of
multiple menu layers. Aided by the runaway success of packages like
Amiga’s Deluxe Paint, Adobe Illustrator and Photoshop, software
manufacturers were redefining the creative process as a decision making
process converging towards a predetermined ideal goal.
The problem was also attacked from
the opposite direction by a top-down
system design employing pre-sets, wizards, helpers, macros and plug-ins
that pre-empted the creative process by offering a one button solution
to achieve those essential lens flares, ripples, rollovers and drop
shadow effects. The users of programs now found themselves programmed
by their very own favourite artistic effects, expressed as a suite of
easy to use software extensions. In the end, both artist programmers
and artist program users produced artwork that was about the software
that had produced it. Both became caught up in a wider move to rewrite
society in terms of information processing.
By the early ’80s the artist Harold
Cohen had developed software to
automate his own personal artistic style. A former successful gallery
painter, Cohen still works on a suite of artificial intelligence
programs called AARON that seek to encode his earlier painting
practice. Cohen had always insisted that the content of his work was
the software itself, and always exhibited the entire process in the
form of a live computer connected up to a mobile painting device or
‘turtle’ that would scuttle over his canvases. As he told his students,
‘Don’t ask what you can do with the software, ask what the software can
do.’ But Cohen’s work now seems to function more as evidence of a
historical transition that occurred over his working life and reached
its culmination during the ’90s. While we have been watching Cohen’s
computer prove it can recreate art, other computers have been
recreating our whole society in their own image. But this new image is
not the image of the expressive subject that is simulated in Cohen’s
work. It is the image of the subject as a node, a switching station for
providing feedback to calibrate the central processing system, the
individual’s expressive utterances only called upon to ensure their
movements are correctly synchronised. The artist programmer of today
exists in relation to a whole culture that has the computer as its
central organising technology. The pervasive quality of software
culture and the resultant normalisation of computer use have made it
impossible to maintain the conceptual categories that underpinned
previous debates. In a world where artists use software to write
software that will be seen by virtue of other software, questions about
the ‘aesthetics of the code’ become a symptom of not being able to see
the wood for the trees. Programming is not only the material of
artistic creation, it is the context of artistic creation. Programming
has become software.
One interesting example of the end
game of the debate on ‘Computer Art’
is a piece of artist’s software called Auto-Illustrator. Written by
Adrian Ward around the year 2000, Auto-Illustrator was the prize winner
of the first competition for Software Art organised by Berlin’s
Transmediale media art festival in 2001. Ward describes the work as a
parody of commercial art and design packages like Adobe Illustrator,
specifically of their pretensions to provide functionality and user
control. In contrast, Ward fills his package with ‘generative art’
tools that explicitly try to automate the drawing process. The
appearance of Auto-Illustrator when running is much like a typical menu
driven art and design package with the exception that the tool palette
and effects filters incorporate generative algorithms. For instance,
the Pencil tool adds wiggles or sweeps to your strokes, while the Oval
tool will use settings like ‘childish’ or ‘adult’ to control a
sprinkling of little faces. Some tools like Brush seem entirely random
in operation, while some filters like ‘Instant Mute Design’ will
reproduce an entire iconography designed to appeal to the Digerati
generation.
In fact, many of these generative
techniques are strikingly reminiscent
of various experiments in computer art from over the last thirty years.
The line tools generate scribbles using algorithms almost certainly
related to the stochastic perturbations of Frieder Nake or Peter Beyls
while the ‘bug’ tool roves around the screen using the same principles
as Harold Cohen’s turtle graphics engine. Even the icons of the
‘Instant Mute Design’ effect are almost identical to Edward Zajec’s
permutations of cubic modules. In this way, Auto-Illustrator is like a
compendium of classic computer art programs but now presented as a list
of menu options with conveniently editable parameters. Presented in
this context, the individual aesthetics of each of these venerable
pioneering practices are erased, leaving us with more of a confusion of
idiosyncratic styles. From this viewpoint, Auto-Illustrator’s
‘generative tools’ actually pastiche the chaotic ‘feature mountain’ of
bloated modern software systems, as they are commonly disorganised by
the superabundance of toolbars, drop-down lists and floating
inspectors. Instead of defining a drawing function, it might have been
more relevant if Ward had made his ‘bug’ tunnel into the dizzying
depths of cascading sub-menus and option boxes to find that single
cherished function with which the user nurtures their unique style.
Ward actually states that wider issues such as interface design are of
no interest to him and describes ‘consumer-based application software’
as his chosen medium. Auto-Illustrator is successful in its intention
to parody the functionality-as-expression of mainstream software
design, but only at the level of coding. By not addressing the wider
user experience it is unable to think outside of the window box in
which this functionality is now defined.
Since Auto-Illustrator’s release
there has been at least one attempt to
account for a contemporary digital aesthetic with reference to the
design of a family of software packages and related technologies. In
2002 the theorist Lev Manovich published ‘Generation Flash’, an essay
in which he tried to characterise a then prevalent cultural
sensibility. Manovich referred to the prevailing visual style of Flash,
Shockwave and Java based multimedia as ‘soft modernism’, a reaction
against the clutter of postmodern eclecticism that returns to an
elemental ‘rationality of software’. Aesthetic motifs are defined by
Manovich in terms of technologically motivated processes: instead of
appropriation we simply have the data sample, a basic operation in the
new mode of cultural production. Another cultural building block is the
network, and therefore also one of the terms of a new critical
language. These operations (networking, sampling) are applied in new
modes of expression like data visualisation. This can be seen, for
instance, in Futurefarmer’s They Rule project in which the directors of
the USA’s top corporations are cross referenced to purportedly reveal a
web-like pattern of interrelated allegiances. For Manovich this kind of
work replaces older forms of authored representation by giving us the
tools to objectively analyse raw data and deduce the necessary
conclusions.
Although Manovich’s detailed analysis
of the structural basis of new
media adds an absolutely essential dimension to new critical tools, the
approach risks being interpreted as a form of technological determinism
once we lose sight of a specifically cultural perspective. For example,
our understanding of the workings of the corporate world order do not
arise automatically out of its most common data visualisations, such as
the stock market fluctuations diagrammatically portrayed on the
Financial Times website. Not all visualisations are equal. At one point
Manovich argues that the ‘neo-minimalism’ of the Flash style arises
quite naturally from the practice of programming – the pixel thin grid
lines, restricted colour palettes, abstracted symbols ‘ALWAYS happens
when people begin to generate graphics through programming and discover
that they can use simple equations, etc’ (Manovich’s emphasis). This is
indeed the case where programming is taught within a certain computer
science tradition, but it is now impossible to discount the influence
of scripting environments such as Flash. Not all programming practices
are equal.
Other discussions of Flash have
merely tended to shift the
technological focus, such as whether the limited bandwidth of the web
was the most significant reason for the linear aesthetic of vector
graphics. At other times it moved on to question the ‘openness’ of the
Flash graphics standard, whether Macromedia would ultimately allow
programmers to leverage the full potential of its functionality.
However, the ‘functionality’, ‘rationality’ or ‘potential’ of software
will always be strictly unknown. It is the ‘user experience’ of
software, how its operations can be made to appear rational, how it can
accommodate a functionality where none may preexist, how easily a
technical ‘potential’ can be perceived and engaged with that should
form the basis of software critique. It is possible to trace many
formative influences on the Flash style not to the code itself, but to
the conditions in which it is written. Programming is now often
practised in the form of ‘scripting’ languages that are integrated into
mainstream art and design software applications. This makes artist
programmers and program users both subject to the same philosophies of
system design that hold sway in point-and-click style desktop packages.
By examining these environments we can find many ways in which they
funnelled Flash Actionscript or Director Lingo programming practice
into nourishing certain wider cultural sensibilities during this period.
Multimedia scripting languages like
Flash Actionscript tend to differ
from conventional programming languages by offering access to a library
of functions that are specific to that particular multimedia
application. This easy access to a set of predefined ‘events’ such as
mouse clicks, drag actions and rollovers is somewhat analogous to the
way a software user’s practice is structured in terms of the predefined
configuration of menu commands, option boxes and plug-in effects. These
library functions that populate the programmers imagination with a
readymade vocabulary of discrete interactive ‘behaviours’ can be
attached to individual multimedia objects – button triggers, sprite
actions, sound effects, linkages, etc. In what came to be known later
as ‘Flash 5’ style scripting, Actionscript behaviours were scattered
throughout a project, attached to various buttons, icons, movie frames
or nested away in other clips, producing a particular fragmentation of
the programmers flow. Actionscript therefore tended to differ from
typical program development environments by identifying code with
graphical and other concrete entities that would become principle
actors in the interactive scenario. When combined with the instancing
abilities of the Object Orientated Programming philosophy, Actionscript
became very efficient at applying these code segments to multiple
copies of ‘semi-automated’ graphic elements, sprites, movie clips and
sounds. As implemented in multimedia authoring software like Flash,
Object Orientated Programming actually fostered an ‘object orientated’
approach to interactive art and animation.
The point here is to look at Flash at
the moment at which its patterns
of techniques and processes re-emerge as motifs that can enter
consciousness and practice on an aesthetic level. To start with we have
an authoring system that orientated the user towards the replication
(or ‘birthing’) of multitudes of objects and orchestrating complex yet
concise interactions between them. It is even possible to identify the
most common form of mathematical expression that was used to regulate
this interaction during the millennial Flash period. There is a single
line of code that appears over and over again, a simplified expression
that produces a distinctive dampening effect on a moving object before
it finally comes to rest. It was easy for Flash users to apply this
expression to any or all of ones objects and events until it produced
the classic Flash ‘wobble’. A Flash site became a constellation of
rippling, bobbing, trembling buttons, icons, eyeballs, legs and
rollover items as if someone had poured a bucket of water into your
computer monitor. In the open source spirit, the Flash community
ensured that such expressions were quickly disseminated until they
became an almost universal kinetic attribute.
The Flash style was integrated, via
its web browser plug-in, to other
desktop based work and leisure patterns of activity. By keying into the
internet gold rush fever, Flash art was turned into a highly visible
design component of the dotcom boom era. This new informal space imbued
Flash art with the role of a distraction, a demo or toy, making any
more demanding appreciation of its fluid stylistic and tactile
qualities unnecessary. The net culture of the time also provided a
preexisting discourse in which it’s visual aesthetic could be
interpreted and flourish. Echoing the ubiquitous net-cultural meme of
the ‘digital Gaia’ – an ecological interpretation of the web of
globally interconnected and independent agents – foremost Flash
designer Joshua Davis commented: ‘…our work should reflect the nature
of a fern and be comprised of tiny little objects that all talk to each
other. The more we add these little objects, the more complex and
intense the nature of our work becomes.’
There are many more factors that
could be marshalled to ‘explain’ the
Flash style. But as far as practising artists are concerned, how can we
get a handle on such a deluge of widely different factors, some of
which seek to align us with a particular model of subjectivity and
others which just seem like arbitrary collections of protocols? How can
we forge a path through layer after layer of designed information to
form ways of working not pre-empted by the predicates of current
software culture?
There are some emerging ideas that
might help. One of these is the
‘techno-aesthetic’ – different motifs that permeate these
technological, social and cultural levels. The emphasis here is on how
specifically cultural forces can form technology into a means of
expression that is able to exceed its most obvious properties and
structures. One software art example of this in action is Mongrel’s
often-cited Linker project of 1999. Developed to support a series of
story telling workshops for the non-expert computer user, the software
is a highly stripped down system that simply allows users to load and
make connections between a collection of digital elements – images,
text, video, sounds. For a start, this transfers an emphasis on the
practice of the software to the practice of the user. Compared to the
other examples, Linker coheres around a figure that unites its levels
of thought and construction yet retains an open space in which
imagination can breathe. As theorist Matthew Fuller described Linker,
‘It relies on the simple function of doing exactly what the name says
it does – link things. Here, the poetics of connection forms a
techno-aesthetic and existential a priori to the construction of a
piece of software.’ This aesthetic is made explicit when the software
is first launched – it displays a map image of its three by three grid
of interconnected regions. Linker is constructed around this image of
itself that communicates and instantiates its underlying algorithmic
structure, creative use and conceptual model. It is this figuration of
itself as an idea that makes Linker art as well as software.
The debate about Linker was
unfortunately always limited to its mode of
production and the social constituency of its intended user group as
though it had been designed as a tool of social engineering, ready to
arise fully formed out of a sub-menu check-box list of community
‘needs’. But discussions of DIY empowerment, Open Source and the
‘sociability’ of software are presumptuous without any attention to the
context in which imaginative ideas can grow. When we look at the kinds
of applications that have actually resulted from Linux we simply see
copies of standard Microsoft functionality. The Open Source model of
production is a dead end without an equivalent ‘model of creativity’,
defaulting instead to a wannabe culture. Instead we should look for
inspiration in practices that could nourish a poetics of data
‘copyability’ such as plagiarism and detournement, as noted by writer
Josephine Berry. But unfortunately free software developers do not
prioritise this aesthetic context which is what has the power to
determine whether software will enable or restrain its user’s
perceptions and mode of action.
It is not a matter of the different
technical abilities of software or
of how much it costs, but of how easily a technical potential can be
perceived by the user in a way that motivates engagement. When software
is written, choices must be made about which data fields carry value,
how the display of information forms contours of meaning, how the
modelling of the interface moulds the subjectivity of the user. The
question of whether artists should learn to program is replaced by the
question of what kind of programming. Which programming practice has
the most ‘open aesthetic’, capable of envisaging software that is not
just the product of an arbitrary confluence of techniques or a slavish
mimicry but is aware of all its possible formative cultural and
philosophical categories and values.
For the first generation of artist
programmers there was hardly any
information society in existence, certainly not one within reach. In
the early eighties during a period when the launch of the personal
computer marked a radical shift in computer culture, artist Harold
Cohen stressed the importance of asking the right questions. Now that
we live in a world in which his AARON program is downloadable as a
screen saver it is time for us to extend his question – ‘Don’t ask what
the software can do, ask what it can do to other software.’
Auto-Illustrator: www.auto-illustrator.com
Joshua Davis: www.joshuadavis.com
Linker & 9: www.linker.org.uk,
www.9.waag.org
AARON screensaver: www.kurzweilcyberart.com
Acknowledgement
This article was based on research
supported by a grant from the Arts and Humanities Research Board
Richard Wright's <
richard@dig-lgu.demon.co.uk>
new film
Foreplay
has been described as 'a porn film without the sex'. He is currently
working on 'Catastrophic Code', a large software project to create a
17th century operating system
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Last update: Nov. 9, 2004.