Date
December 2019
Type
PublicationContexte
Version enriched with a chapter of the essay Design and digital humanities (2017), translation from French by Jesse Cohn], Berlin, Interface Critique, dir. Florian Hadler, Daniel Irrgang, Alice Soiné, no 2, “Navigating the Human”
Résumé
Télécharger l’article en PDF Voir l’article [En ligne « Human, All Too Human is the monument to a crisis. It calls itself a book for free spirits: almost every sentence is the manifestation of a victory – I used it to liberate myself from things that did not belong to my nature. Idealism is one of them: the title says “where you see ideal things, I see – human, oh, only all too human!”… I know people better. The term “free spirit” does not want to be understood in any other way: a spirit that has become free, that has taken hold of itself again. — Friedrich Nietzsche 1 Friedrich Nietzsche, Ecce Homo [1888], in: The Anti-Christ, Ecce Homo, Twilight of the Idols: And Other Writings, ed. Aaron Ridley and Judith Norman (Cambridge, England 2005), pp. 115–116. In this seemingly autobiographical fragment, Nietzsche refers back to his book Human, All Too Human [1876-1878]. In current discussions of “interface design,” catchphrases such as “user-centered design,” “the user experience,” and by extension, “experience design” might not, at first glance, seem to draw scrutiny. After all, isn’t the purpose of design to create ‘useful’ things based on the users’ needs, ‘centered’ on them and on the improvement of their ‘experience’? However, if one looks at these concepts more closely, one might wonder what these methods engage as conceptions of design, and more broadly as an understanding of human relations and human-machine relations. Indeed, it is not unproblematic to presuppose that “we” are users first and foremost, i.e. beings solely concerned with relations of utility. What are we to think, then, of terms such as “user-centered design (UCD) 2 Shawn Lawton Henry, Justin Thorp, Notes on User Centered Design Process (UCD). W3C.org (March 2004), http://www.w3.org/WAI/redesign/ucd, access: July, 1, 10:00pm., ” “human-centered design (HCD) 3 Human-Centered Design Toolkit. Ideo (2009), http://www.ideo.com/work/human-centered-design-toolkit, access: July, 1, 10:00pm.,” “activity-centered design (ACD)4 See Geraldine Gay, Helene Hembrooke, Activity-Centered Design. An Ecological Approach to Designing Smart Tools and Usable Systems (Cambridge, MA 2004).,” or “people-centered design (PCD)5 Hugh Graham, People-Centered Design. hughgrahamcreative.com, http://hughgrahamcreative.com/people-centered-design, access: July, 1, 10:00pm.”? Why must design be “centered” on something? More broadly, aren’t there some aspects of human life that can’t be replaced by the “experiences” generated by “user-centered” design? In order to critique the engineering of design and the reduction of the designer’s task to normative and even quantitative methodologies, I propose, as a research method, to bring together an historical study of the concepts to be questioned with technical analyses and the related discourses surrounding them. More precisely, I could synthesize this text’s research method in the following way 6 Here, I borrow the useful summary provided by Alexandre Saint-Jevin in his review of the essay Design et humanités numérique s: Alexandre Saint-Jevin, Sur la trace de l’humain dans les « objets » de design. Non-Fiction (2018),: 1 . To analyze the concept determining the process by which design issues were constructed in order to draw out the underlying philosophical concepts. 2 . To retrace the genealogy of this concept, connecting the technical reality of the products of design with the discourses of all entities being at the origin of the project (originators, designers, contractors, communicators, marketers, etc.) regarding these products. 3 . To synthesize the history and the discourses of these entities concerning matters of design more broadly in order to draw out the philosophical issues entailed in them. 4 . To connect the philosophical issues revealed by the analysis of the discourses of the entities with those of the original concept to show how these come to condition and determine the technical reality. This is thus not a matter of constructing a model of design activity in the form of logical sequences (diagrams, schemata, timelines, etc): rather than trying to tell designers what they should do, this analysis is intended to provide them with critical tools allowing them to analyze, in their own process, what they have already made or are still working on. In order to open up possibilities for making interfaces other than the behavioral scripts of experiential design, I will begin my analysis by turning back to the history of the first graphic interfaces. How do the values embedded within these technological strata infuse and even limit our relations to technology? Xerox Star’s “conceptual model of the user” The expression “user interface” correlates temporally with the development of microcomputers at the end of the 1960s. In 1968, Douglas Engelbart presented the result of the research undertaken at Xerox PARC at the time of an event retrospectively called the “mother of all demos”, where were first showcased videoconferencing, teleconferencing, email, the hypertext navigation system, and the interface modeled on the “office metaphor” based on “windows,” “folders,” the “trash,” etc. Partially realized in the 1973 Xerox Alto 7 Only 1500 units were produced: 1000 for employees of Xerox and the remainder for universities and public institutions. computer, this first form of graphic user interface (GUI) was included in the 1981 Xerox Star. Moreover, the latter was accompanied by network access, email capabilities, a mouse, and a WYSIWIG (What You See Is What You Get) printing system precise enough to make what is seen on the screen coincide with a paper output. In order to specify the origin of the conceptual model used as a basis for a design explicitly asserting needs of “users,” it is important to reconsider the founding principles of the Xerox Star. In an article dating from 1982, five former employees of Xerox Corporation explain their comprehension of the human-machine relations, and more precisely their methodology of interface design: “We have learned from Star the importance of formulating the fundamental concepts (the user’s conceptual model) before software is written, rather than tacking on a user interface afterward. […] It was designed before the functionality of the system was fully decided. It was even designed before the computer hardware was built. We worked for two years before we wrote a single line of actual product software.” 8 David Canfield Smith, Charles Irby, Ralph Kimball, Bill Verplank, and Eric Harslem, Designing the Star User Interface. Byte 4 (1982), p. 246. Reprinted online: Contemporary readers, used to design being relegated to the end of a process, dependent on a multitude of external parameters, will certainly wonder at the attribution of such importance to design “before” the material specifications are even formulated. In the case of the Star, it was much more a question of introducing the market to “radically new concepts”9 Ibid.p. 242. than of seeking to apply an “order” issued from above. By dedicating a quantity of memory to the screen display, the originators of the Star were able to create a visual interface functioning in tandem with the mouse (also used on Xerox Alto), defined in the 1982 text as “a way to quickly point to items on the screen 10 Ibid. p. 246.” more effective than the cursors activated by the keyboard. It is particularly interesting to study how the Xerox teams developed a project methodology linked to what is today called “user-centered design.” The development of an interface poses many problems indeed: taking into account the variety of languages in which the users address their commands to the computer, the design of on-screen representations displaying the state of the system to the user, and other abstract problems that can affect the understanding of the system’s behavior. According to the Star teams, these problems are highly subjective, and can be solved only on a case-by-case basis. The method employed thus consisted in focusing on what should precede any design of a successful interface, namely “task analysis”: ” The current task description, with its breakdown of the information objects and methods presently employed, offers a starting point for the definition of a corresponding set of objects and methods to be provided by the computer system [including programs and peripherals]. The idea behind this phase of design is to build up a new task environment for the user, in which he can work to accomplish the same goals as before, surrounded now by a different set of objects, and employing new methods.11 Ibid.p. 248. “ For Xerox, the user is an entity centrally dedicated to carrying out tasks in order to achieve objectives. One finds here the common definition of an algorithm, namely, a set of instructions intended to accomplish a given action. In other words, isn’t this understanding of what a user is derived from the “program” (an algorithm written in machine language) as a model of thought? Isn’t it odd that, in order to improve human-machine relations, human beings are to be imagined on the model of the machines? In this sense, what one would call a “user” in the data-processing context would often be merely a logical reduction of human subjectivity, consequently able to hold a dialogue with “extra-human” programs 12 I borrow this expression from the exhibition Haunted By Algorithms, a research project directed by Jeff Guess and Gwenola Wagon, Paris, ENSAPC / YGREC, January 21, 2017 – March 5, 2017.. Just as some see design as a discipline capable of becoming a science 13 See Anthony Masure, Pour une recherche en design sans modèle, in: Design et humanités numériques, ed. Anthony Masure (Paris 2, here it is a matter of constructing “models of behavior” in order to improve the effectiveness of the “tasks.” The etymology of the French noun “tâche” (“task”) can be traced back to the Latin verb “taxare” (“to tax»), indicating “a determinate work that one is obliged to perform, together with a concept of ‘remuneration’ [or] moral duty 14 Alain Rey (dir.), Dictionnaire historique de la langue française, Paris, Le Robert, 2010. p. 9620–9621.”. The French verb “tâcher” (“to try to do”), in turn, expresses the idea of striving, sometimes accompanied by the idea of a degree of painful exertion in order to comply with the imperative to “try to do” something. If the user is a being whose objectives, to be realized, necessarily pass by a series of tasks to achieve, wouldn’t this make us “tâcherons” (“drudges”), i.e. “person[s] performing work on command [emphasis by the author/s] without much intelligence”? 15 Ibid.p. 248–249. In the case of the Xerox Star, nevertheless, things are more complicated. The fact of starting from a “user-model” comprised of a small set of design principles makes it possible to ensure an overall coherence, since “the user experience [acquired in] in one area… [can] apply in others 16 David Canfield Smith, Charles Irby, Ralph Kimball, Bill Verplank, and Eric Harslem, Designing the Star User Interface. Byte 4 (1982), p. 242: “The Star user interface adheres rigorously to a small set of design principles. These principles make the system seem familiar and friendly, simplify the human-machine interaction, […] and allow user experience in one area to apply in others.” Emphasis mine.,” thus reducing the cognitive load involved in the use of the computer system. Another aspect discussed in the article – connected with the concept of coherence – pertains to the concept of “familiarity” (the “Familiar User’s Conceptual Model”): “A user’s conceptual model is the set of concepts a person gradually acquires to explain the behavior of a system […] The first task for a system designer is to decide what model is preferable for users […]. This extremely important step is often neglected or done poorly. The [Xerox] Star designers devoted several work-years […] [to] evolving […] an appropriate model for an office information system: the metaphor of a physical office.”17 Ibid.p. 252. The Xerox Star interface was thus constructed on the basis of the users’ current universe, namely, the hierarchical model of the office. It was important to produce a “familiar” interface in order to reduce sources of friction, making the “user experience” seamless. Thus, users find in the machine their customary division, organization, and management of tasks. For example, the pile of paper messages on the physical desk of office-worker users is translated, in their computer, into a pictogram of an envelope indicating when a new email has been received. It is interesting to specify that the metaphorical model defined in advance of the actual development of the program de facto modifies the functions of this program: the design is not approached as a matter of mere presentation. Taking the example of the emails once again, typing a “send mail” command can thus be avoided by manipulating the icons. A last important aspect of the Star interface pertains to the personalization of the interface, as the movable icons make it possible to configure the work environment. Summarizing the overall principles of the Xerox Star, what is indicated here by the term “user” is in fact a succession of goal-directed “tasks” from which the designers construct a “conceptual model” as a basis for the developing of the computer system and ensuring its metaphorical coherence. By providing users with a “familiar” and “friendly” environment, the interface thus developed is intended to increase their productivity by developing “human-machine synergism.” However, the Xerox Star’s “friendly” interface reveals its limitations in certain functions where the office metaphor is inoperative: “One of the raisons d’être for Star is that physical objects do not provide people with enough power to manage the increasing complexity of the “information age.” For example, we can take advantage of the computer’s ability to search rapidly by providing a search function for its electronic file drawers, thus helping to solve the long-standing problem of lost files.” 18 Ibid.p. 282. The 1982 article concludes on an intriguing note, observing that it is difficult to choose between several models of interfaces while relying on stable (scientific) criteria: “User-interface design is still an art, not a science.” 19 Ibid. : « User-interface design is still an art, not a science. » Although the Xerox Star text ultimately pleads for the establishment of a “more rigorous process” for the development of interfaces, such an assertion must elicit the contemporary reader’s curiosity. The emergence of “rationalized” graphic operating systems In spite of the commercial failure of Xerox Star, these design methods will be a success, definitively changing our relations with electronic machines. A precursor of the research conducted to Xerox PARC, Jef Raskin’s thesis in computer science, Quick-Draw Graphic System, published in 1967 (i.e., 6 years before the Xerox Alto 20 At the beginning of the Seventies, the IBM Usability lab was solely concerned with ergonomics. The Psychology of Computer Programming was published by Gerald Marvin Weinberg in 1971, and the work of Stuart K. Card, Allen Newell and Thomas P. Moran was only made known to the general public after the publication of The Psychology of Human-Computer Interaction in 1983.), argued for a data-processing environment in which the graphic interface would hold a dominant place. Such an idea was not at all self-evident at the end of the 1960s: “The most heretical statement I made […] was that my work was based on a “design and implementation philosophy which demanded generality and human usability over execution speed and efficiency.” This at a time when the main aim of computer science courses was to teach you to make programs run fast and use as little memory as possible.” 21 Dr. Bob, Articles from Jef Raskin about the history of the Macintosh. Dr Bob Tech Blog (2013), https://drbobtechblog.com/articles-from-jef-raskin-about-the-history-of-the-macintosh/, access: July, 1, 10:00pm. After contacts with Xerox concerning the development of the mouse, Jef Raskin was hired by Apple in 1978. It is under his impetus and that of Bill Atkinson 22 The title of Jef Raskin’s thesis (A Hardware-Independent Computer Drawing System Using List-Structured Modeling: The Quick-Draw Graphics System, Pennsylvania State University, 1967) was echoed when Bill Atkinson named the Macintosh’s graphics package. that Steve Jobs and Steve Wozniak took note of the research conducted by Xerox PARC on graphic interfaces. Everyone of us knows the rest of the story. In 1979, the CEO of Apple Inc., Steve Jobs, age 24, visited the Xerox facility. In a 1995 documentary, he recalls the shock which this event constituted for him: “They [Xerox] showed me […] three things. […]. One of the things they showed me was object orienting programming […]. The other one they showed me was a networked computer system [of a hundred computers] […]. I didn’t even see that. I was so blinded by the first thing […] which was the graphical user interface. I thought it was the best thing I’d ever seen in my life. Now remember it was very flawed, what we saw was incomplete […] [But, at the time,] within […] ten minutes it was obvious to me that all computers would work like this some day.” 23 Steve Jobs, Triumph of the Nerds: The Rise of Accidental Empires. Documentation. PBS.org (1996), http://www.pbs.org/nerds, access: July, 1, 10:00pm. Following this presentation, obtained in exchange for shares in Apple Inc., Steve Jobs launched the Apple LISA micro-computer, which took the principles of the mouse and the graphic interface from Xerox Star, in 1982. With a price that was too high ($10,000 at the time, or $24,000 today), the LISA was replaced by the much more financially accessible Macintosh, released in 1984. While many still think that Steve Jobs did little more than “steal” the key principles of the Xerox Alto, the history is more complicated than that. The leaders of Xerox had not yet recognized the decisive consequences of what they had discovered, leaving their prospective vision in the hands of the sales and marketing teams, which were focused on photocopiers, the core of the brand, and not on the new market for computers 24 For a detailed history of the Xerox company, see: Douglas K. Smith and Robert C. Alexander, Fumbling the Future: How Xerox Invented, then Ignored, the First Personal Computer (New York 1988).. Bill Atkinson would have to rewrite and improve the quantity of functions in order for the LISA, and then the Macintosh, to take advantage of a “superior” graphic interface (with the addition of scrolling menus, the opening of windows with a double-click, the trash icon, etc). No line of code was “copied and pasted,” strictly speaking 25 Christoph Dernbach, Did Steve Jobs steal everything from Xerox PARC? Mac History (February 2012), http://www.mac-history.net/computer-history/2012-03-22/apple-and-xerox-parc, access: July, 1, 10:00pm.. In order to bolster the supply of software for Apple machines, at the beginning of the 1980s, Steve Jobs invited Microsoft to publish programs for the Macintosh. In spite of Jobs’ request to Bill Gates (then CEO of Microsoft) not to use a mouse-controlled graphic interface before the Macintosh (1984) had been on sale for a year, Microsoft surprised everyone by announcing the operating system Windows 1.0 in 1983 26 Windows 1.0 was not yet a complete operating system, but rather a “graphic shell” that could be used by third-party software. , although it would only make its official debut in 1985. When Jobs, furious, accused Bill Gates of having betrayed him, Gates replied that they had both stolen from their “rich neighbor, Xerox.”27 Andy Hertzfeld, A Rich Neighbor Named Xerox. Folklore.org (November 1983), https://www.folklore.org/StoryView.py?story=A_Rich_Neighbor_Named_Xerox.txt, access: July, 1, 10:00pm. See also : Andy Hertzfeld, How the Mac was born, and other tales. Conversation with Scott Ard. CNET (January 2005), http://news.cnet.com/How-the-Mac-was-born%2C-and-other-tales/2100-1082_3-5529081.html, access: July, 1, 10:00pm.. The suit brought against Microsoft by Apple in 1988 was unsuccessful in the courts. Don Norman: the limits of the “user experience” After the release of Microsoft Windows, the design methods used in interface design were structured around scientific disciplines connected with this field. In addition to the expressions “human usability” and “user interface,” that of “user experience” (often shortened to “UX”) then achieved a notable success. The latter seems to appear for the first time in 1986 28 For a detailed chronology of the history of this term, see: Peter Merholz, Whither “User Experience”? Peterme.com (November 1998), http://www.peterme.com/index112498.html, access: July, 1, 10:00pm. in a book co-edited with Donald Norman (a cognitive science researcher), titled User Centered System Design: New Perspectives on Human-Computer Interaction 29 Donald A. Norman and Stephen W. Draper, User Centered System Design: New Perspectives on Human-Computer Interaction (San Diego 1986).. After a consideration of the impossibility of arriving at a univocal meaning by means of standardized images (pictograms), this quotation follows: “Direct Engagement occurs when a user experiences direct interaction with the objects in a domain. Here, there is a feeling of involvement directly with a world of objects rather than of communicating with an intermediary. The interactions are much like interacting with objects in the physical world. […] [T]he interface and the computer become invisible. Although we believe this feeling of direct engagement to be of critical importance […] we know little about the actual requirements for producing it.”30 Edwin L. Hutchins, James D. Hollan, and Donald A. Norman, Direct Manipulation Interfaces, in: User Centered System Design: New Perspectives on Human-Computer Interaction, ed. Donald A. Norman and Stephen W. Draper (San Diego 1986), pp. 114-115. “User experience” can thus be understood as a will to export the Xerox Star design model to fields other than that of screen interfaces and computers which can disappear, becoming “invisible.” Frequently cited as the originator of this expression, Don Norman defined it as follows in 1998: “I invented the term [user experience] because I thought Human Interface and usability 31 The concept of “usability” that Don Norman judges insufficient, was addressed by its proponents, Jeff Rubin and Dana Chisnell, in these terms: “when a product or service is truly usable, the user can do what he or she wants to do the way he or she expects to be able to do it, without hindrance, hesitation, or questions.” Source: Jeff Rubin and Dana Chisnell, Handbook of Usability Testing. Second Edition. How to Plan, Design, and Conduct Effective Tests (Indianapolis 2008 [1994]), p. 4. were too narrow: I wanted to cover all aspects of the person’s experience with a system, including industrial design, graphics, the interface, the physical interaction, and the manual.” 32 Don Norman, quoted in: Peter Merholz, Whither ‘User Experience’? This broader aspect of “user experience” was then refined in the “canonical” version formulated by Jakob Nielsen and Don Norman: “User experience” encompasses all aspects of the end-user’s interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer […]. We should also distinguish UX and usability: According to the definition of usability, it is a quality attribute of the UI, covering whether the system is easy to learn, efficient to use, pleasant, and so forth. Again, this is very important, and again total user experience is an even broader concept.” 33 Jakob Nielsen and Don Norman, The Definition of User Experience. Nielsen Norman Group, http://www.nngroup.com/articles/definition-user-experience, access: July, 1, 10:00pm. “Experience design” and the myth of “invisible” data processing This interest, from then on focusing on the user rather than the technological apparatus (the interface), is even more explicit in the phrase “user-centered design” (“UCD”), which consists in basing the whole methodology of design on the central point that is the user. This design methodology enjoyed considerable success, perhaps because of the bond it helped establish between the marketing services tasked with studying consumers and the teams tasked with designing the products. However, by the admission of its own proponent, Don Norman, the term “user” has shown its limitations. In a 2006 article titled “Words Matter. Talk About People: Not Customers, Not Consumers, Not Users,” Don Norman admitted: “We depersonalize the people we study by calling them “users.” Both terms are derogatory. They take us away from our primary mission: to help people. […] People are rich, complex beings. […] A label such as customer, consumer or user ignores [their] […] social structures. […] It is time to wipe words such as consumer, customer, and user from our vocabulary. Time to speak of people. Power to the people.”34 Don Norman, Words Matter. Talk About People: Not Customers, Not Consumers, Not Users. jnd.org (2008), http://www.jnd.org/dn.mss/words_matter_talk_a.html, access: July, 1, 10:00pm. In the same way, in 2008: “One of the horrible words we use is “users.” I am on a crusade to get rid of the word “users.” I would prefer to call them “people.” […] We design for people, we don’t design for users.” 35 Don Norman at UX Week 2008, Adaptive Path. YouTube, https://youtu.be/WgJcUHC3qJ8, access: July, 1, 10:00pm. Let us summarize these points. The methodology of “user-centered design” consists in designing so as to treat each human being as a user, as a person dedicated to maintaining with companies only relations “centered” on his or her “exact needs,”36 Jakob Nielsen and Don Norman, The Definition of User Experience. Nielsen Norman Group, http://www.nngroup.com/articles/definition-user-experience, access: July, 1, 10:00pm. concerning which there should be no “hindrance[s], hesitation[s], or questions.”37 Jeff Rubin and Dana Chisnell, Handbook of Usability Testing. How to Plan, Design, and Conduct Effective Tests (New York 2008), p. 4. This current of thought results from a scientific modeling of the principles that governed the design of the Xerox Star in order to make it a “personal” machine, optimizing the tasks to be performed by the user. Retrospectively, the performative texts of Don Norman speaking in praise of the study of “needs,” by the admission of their author, led to a dead end, because the human being cannot be reduced to a specific role 38 This idea was inscribed within the ISO standards, which propose replacing the expression “user-centered experience” with “human-centred design.” See: ISO 9241-210: 2010. Ergonomics of human-system interaction — Part 210: Human-centred design for interactive systems. Iso.org (March 2010), https://www.iso.org/obp/ui/en/#iso:std:iso:9241:-210:ed-1:v1:en, access: July, 1, 10:00pm.. Such a reversal of thought might be amusing. However, on closer inspection, wouldn’t one also have to interpret these contradictory injunctions as the sign of a power belonging not to the “people,” but to those who make these speeches? In other words, isn’t this an indictment of those who are constantly getting richer (in the banal sense of the term) by controlling the circulation of the design methodologies that are to be gotten rid of by this “crusade”? More than a plea in favor of taking complexity into account in design, this “appeal to the human,” for Don Norman, provides a rationale for gradually eliminating “interfaces” in the name of an “invisible” computing 39 Donald A. Norman, The Invisible Computer. Why Good Products Can Fail, the Personal Computer Is So Complex, and Information Appliances Are the Solution (Cambridge MA, 1998)., the products of which would be “human-centered.”40 Chapter 2 of The Invisible Computer is titled “Growing up: Moving from technology-centered to human-centered products.” This prediction of invisibility, passing under the guise of a change in vocabulary, a priori innocent, was so absorbed so thoroughly by the corporations that in 2012, Apple made it into a selling point: “We believe technology is at its very best when it’s invisible, when you’re conscious only of what you’re doing, not the device you’re doing it with. An iPad is the perfect expression of that idea. It’s just this magical pane of glass. It can become anything you want it to be […] It’s a more personal experience with technology than people have ever had.” 41 Official Apple (New) iPad Trailer. YouTube (March 2012), https://youtu.be/RQieoqCLWDo , access: July, 1, 10:00pm. However, Don Norman’s big picture does not mean that his idea of “invisible” computing is viable. The important term here is “experience,” which goes hand in hand with that of “magic.” What could be more magical, indeed, than experiencing an “invisible” technology? The artist Olia Lialina, in a critical article on the study of the concept of user, does not join in the chorus: “This is why Interface Design starts to rename itself to Experience Design — whose primary goal is to make users forget that computers and interfaces exist. With Experience Design there is only you and your emotions to feel, goals to achieve, tasks to complete. ” 42 Olia Lialina, Turing Complete User (2012), http://contemporary-home-computing.org/turing-complete-user/, access: July, 1, 10:00pm. A world without experience In the conclusion of her article studying the limitations of an exclusion of the term user of the methods of interface design, Olia Lialina proposes to return to foundations predating the Xerox Star, namely those developed by the computer scientist Ted Nelson in his 1974 work Computer Lib/Dream Machine: “COMPUTING HAS ALWAYS BEEN PERSONAL. By this I mean that if you weren’t intensely involved in it, sometimes with every fiber in your mind atwitch, you weren’t doing computers, you were just a user. If you get involved, it involves all of you: your heart and mind and way of doing things and your image of yourself. A whole way of life.” 43 Theodor Holm Nelson, Computer Lib. You can and must understand computers now (self-published, revised edition 1987 [1974]), p. 3. The argument is strong. Nelson’s denunciation of a “naïve” use points to the risk of a loss of contact with the computer, which, from Xerox Star to the iPad, presupposes that everything “real” (real life, creativity, etc) is external to the machine. However, in spite of the ascendancy of tactile interfaces (without mouses), in spite of the emergence of gestural interfaces (without buttons) and sound interfaces (without screens), and in spite of the return of command-line interfaces (without icons), it is clear that the great principles of the graphic interfaces created at Xerox PARC at the beginning of the 1970s are still the main ones governing our relations with electronic machines – which are not yet “invisible,” far from it. Take, for example, the “Apple Human Interface Guidelines” 44 See for example: “Designing for Yosemite: […] A great OS X app integrates seamlessly into this environment, while at the same time providing custom functionality and a unique user experience.” Human Interface Guidelines, developer.apple.com, https://developer.apple.com/library/mac/documentation/UserExperience/Conceptual/OSXHIGuidelines, access: July, 1, 10:00pm. and Google’s “Material Design,” 45 Google Material Design, material.io (first version published June 2014), https://www.google.com/design/spec/material-design/introduction.html, access: July, 1, 10:00pm. which, in the 2010s, are the recommended readings – with the proviso of reading critically – for anyone interested in interface design. In spite of its widespread acceptance, the cognitive model of an interface coupled with an idealized user (understood as a bundle of habits) has its limitations. Since Jef Raskin’s 1967 text associating “human usability” with efficient task completion 46 See Jef Raskin, A Hardware-Independent Computer Using List-Structured Modeling: The Quick-Draw Graphics System (Pennsylvania, 1967)., the will to create a graphic interface to procure for the “user” a new work environment and new methods “to accomplish the same goals as before” 47 David Canfield Smith, Charles Irby, Ralph Kimball, Bill Verplank, and Eric Harslem, Designing the Star User Interface, p. 248. has consisted in envisaging electronic media as “problem solvers” rather than as powers of transformation and invention. However, as the humanities specialist Yves Citton perceptively notes: “The invention of communication technologies […] takes place within a vast nebula of hopes, anxieties, dreams, tinkerings, parallel knowledges, subversive appropriations and reappropriations, crossing many traditional disciplinary fields […]. Indeed, our media cannot be reduced to mere instruments for the transmission of forms and contents: it functions, first and foremost, in just the same way as the mediums who fascinate us, delude us, hypnotize us and stimulate us via simulations that penetrate our senses.” 48 Yves Citton, Gestes d’humanités. Anthropologie sauvage de nos expériences esthétiques (Paris, 2012), pp. 21–22. Taking into consideration these foundational design texts of the computer age, it is obvious that electronic machines raise questions that did not exist before. But perhaps it is precisely against these innovations that methodologies of design were themselves designed with an eye to preserving the powers and knowledges already in place. In spite of its undeniably advanced technology, the Xerox Star did not have the full support of the corporate leaders, who preferred to focus on the photocopier business, more in phase with the “uses” of the time. In this history of “user-centered design,” an expression originating after the Xerox Star, it is indeed a matter of a concern about forgetting the “useful,” the utility of the object. But is this really possible in a world in which marketing services, for example, constantly seek to anticipate consumers’ “needs ” by statistical processes linked to observation protocols? Another factor suggesting a design constructing against technological innovations – i.e., for habits – is this history of the “center,” a term which should now be examined. This twofold suffix coupled with design could have been the subject of variations. Why does one never speak, for example, of “form-centered” design, for example, or of “practice-centered” design? Perhaps is this because these two concepts (there could be others) resist the idea of a “center,” of delimitation. If one considers the concept of form, it is notable that this, historically, was related to design – according to the formula of the architect Louis Sullivan, according to which “form ever follows function.” As a canny observer of a history that sometimes “tramples” (in which the issues are sometimes obscured, sometimes rediscovered), the philosopher Pierre-Damien Huyghe notes that the concept of form expresses the “artistic interest” of design: “It was not only a question of creating potentially functional objects. The concern for making form is absolutely essential to the design. We may note here that the Latin forma can be translated as “beauty.””49 Pierre-Damien Huyghe, On appelle beaucoup trop de choses ‘design’. Interview with Julie Delem. Naja21 (April 2015), http://www.naja21.com/fr/espace-journal/pierre-damien-huyghe-on-appelle-beaucoup-trop-de-choses-design, access: July, 1, 10:00pm. In a more general way, design, in so far as it encompasses the capacity to transform the world, cannot “center” on anything. Design is only of any interest if it is derived from tensions, polarities, contradictions – in other words, the opposite of a center. Olia Lialina, in the conclusion of her article, also refuses to let herself be reduced to a label: “We, general purpose users — not hackers and not people — who are challenging, consciously or subconsciously, what we can do and what computers can do, are the ultimate participants of man-computer symbiosis.” 50 Olia Lialina, Turing Complete User. One must then reconsider the fact that the conceptual model of the 1981 Xerox Star interface was decided “before” the material (hardware) existed, “two years before we wrote a single line of actual product software.” 51 David Canfield Smith, Charles Irby, Ralph Kimball, Bill Verplank, and Eric Harslem, Designing the Star User Interface, p. 246. Retrospectively, this account can be understood as that of a missed encounter with the otherness of the machines, since it is, in effect, a matter of subordinating the digital technology (hardware and software) to a “model,” i.e., to something anticipated and stabilized. This progressive distancing of the concept of the “General Purpose User” 52 Olia Lialina, Turing Complete User.op. cit (active and polyvalent) has made possible the expressions “human-centered design” and “experience design”, which incarnate the promise of a world in which one could “do whatever one wishes,” immediately, as if by “magic.” But which kind of “doing” are we talking about when invisibility becomes the ideal for the machines? This myth of the invisibility of technological innovations in fact already existed in a nascent form at the dawn of personal computing. In a 1979 commercial for the Xerox Alto intended to demonstrate the power of the “office of the future,” an office worker (Bill) arrives at work and greets his colleagues, coffee in hand. When he arrives at his station, he turns on his Alto computer and addresses it verbally: “Hello, Fred.” The computer answers him: “Hello, Bill.” After a series of tasks, easily solved by the machine, comes the final dialogue: Bill (tired): “Anything else?” Fred: A richly detailed bouquet of daisies spreads across the screen. Bill (puzzled): “Flowers? What flowers?” Fred: “Your anniversary is tonight.” Bill (chagrined): “My anniversary. I forgot.” Fred: “It’s okay. We’re only human.” 53 Douglas K. Smith and Robert C. Alexander, Fumbling the Future, (Indiana, 1999), p. 20. What such initiatives describe, paradoxically, is a world without experience [un monde sans expérience] 54 The French word expérience can mean “experience” or “experiment.” (Translator’s note.), in the sense in which experience/experimentation can take place only within a field of possibilities open to uncertainty: Economic power is what the socialization of experiences implements. However, if this implementation augments shared experience and perception day by day, it does not appear authentically. Most often, it borrows the forms of habit, it slips mimetically into experience. 55 Pierre-Damien Huyghe, Faire place, in: Qu’est-ce que l’art domestique ?, ed. Richard Conte and Sandrine Morsillo (Paris, 2006), p. 29. Symptomatic of an era when “apparatuses” 56 The apparatus is defined by Pierre-Damien Huyghe as “a technological method distinct from the tool and the machine [which produces] within us a power of perception, a particular form of sensibility.” See: Pierre-Damien Huyghe, Introduction au dossier “Temps et appareils”. Plastik 3 (2003), p. 4. are no longer objects worthy of interest, human-machine relations are increasingly marked (branded) by the registers of utility, output, or time-saving. The human experience of “experience design” is often reduced to an experimental situation, that of a rat seeking the way out of a labyrinth. Even if it is “friendly” or “invisible,” this technological medium is no less a straightjacket, a controlled situation in which any exchange is anticipated and preprogrammed. When we are mirrored in the form of the “human, all too human” computer, we “ordinary people” are the ones who stand to lose sight of our complex and infinite possibilities.
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January 2013
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Anthony Masure, «Makers : Fable labs ? », Strabic.fr, janvier 2013
Résumé
Après La longue traîne (2006) et Free ! Entrez dans l’économie du gratuit (2009), Chris Anderson revient nous narrer les tendances du futur dans Makers. La nouvelle révolution industrielle (2012). Si ces précédents ouvrages restaient cantonnés au domaine des écrans, celui-ci explore le vaste champ du numérique et des objets « autofabriqués ? ». L’ex-rédacteur en chef du magazine culte Wired est-il convaincant dans son nouveau rôle d’évangéliste des machines de fabrication automatisées ?
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September 2017
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Anthony Masure, «Panne des imaginaires technologiques ou design pour un monde réel?», dans : actes de la journée d’étude «CinéDesign : pour une convergence disciplinaire du cinéma et du design» des 6 & 7 octobre 2016, dir. Irène Dunyach & Saul Pandelakis, université Toulouse – Jean Jaurès, laboratoire LLA-CRÉATIS, septembre 2017
Résumé
Il est couramment admis que les films de science-fiction, censés incarner l’imaginaire du futur, multipliraient les stéréotypes d’objets (espaces domestiques, véhicules, choix typographiques, etc.). Ce constat, qui reste à interroger, fait dire au chercheur Nicolas Nova qu’il existerait ainsi une « panne des imaginaires ». Alors qu’il est fréquemment demandé au design d’« innover », nous nous demanderons en quoi certaines séries récentes comme Mr. Robot ou Black Mirror permettraient de contester cette injonction. Il s’agira d’analyser en quoi les croisements entre cinéma et design peuvent recouper des critiques politiques et sociales adressées aux nouvelles technologies (Bernard Stiegler, Evgeny Morozov). Entre les extrême dystopiques (films catastrophe) et utopiques (d’un monde sauvé par la science), qu’est-ce que la science-fiction nous dit du design ? Comment le design pourrait-il à la fois renouveler les imaginaires et agir dans un monde « réel » (Victor Papanek) ?
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November 2017
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Anthony Masure et Saul Pandelakis, «Machines désirantes : des sexbots aux OS amoureux», ReS Futurae, revue d’études sur la science-fiction, no10, «Imaginaire informatique et science-fiction», novembre 2017
Résumé
Nous proposons de rendre compte de l’émergence du désir au cœur de la relation entre un être humain et une machine, tel qu’il est représenté dans les fictions audiovisuelles. Si, dans nos expériences quotidiennes, ce désir s’exprime le plus souvent sur le mode de la frustration, il semble que le cinéma de science-fiction projette d’autres devenirs du désir comme possible horizon de la technologie, notamment au travers du trope du sexbot. Dans la réalité des objets désignés, le sexbot reste encore un jouet passif proche du sextoy. Une figure plus trouble émerge dans les fictions audiovisuelles lorsque que la machine (selon les cas : le robot, l’ordinateur ou l’intelligence artificielle) peut faire de ce désir un sentiment réciproque et devenir alors une « machine désirante ». Des femmes télécommandées de Stepford Wives à l’intelligence sans corps de Her, nous tâcherons de qualifier ces imaginaires de l’informatique sexués et sexuels, et le devenir de ceux-ci dans les processus de conception propres au design.
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Date
June 2010
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Anthony Masure, « iPad et mimesis », journée d’étude à propos de László Moholy-Nagy, laboratoire de recherche CREDE, juin 2010
Résumé
Étude et analyse de l’interface de lecture de l’application iBooks sur iPad : comment sortir d’un modèle mimétique pour proposer une expérience de lecture singulière ?
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Résumé
It’s been a few years since I wanted to apply for a French research grant from the Cnap – Centre national des arts plastiques. The funding aims to help researchers in the art and design fields to conduct free projects. The grant (between 4000-8000€) is directly awarded to the researcher, which is great as it avoids any administrative mishap. The project must be achieved within 18 months, and be summarized in a short written document. So what is my topic about? Well, since my Design Ph.D. defended in November 2013, I haven’t stopped to investigate the relationships between design and digital. The last chapter of my Ph.D. was a little bit prospective about the implications of the digital in the fields of interaction and graphic design (type design, OS design, etc.). Then, after my Ph.D., I started to teach undergraduate graphic and web design classes near Paris. I made a small focus on the culture and the history of the digital by asking my students to design a small website (their first website) about the book From Counterculture to Cyberculture from Fred Turner (2006), translated in French in 2012 by C&F editions. It was one of the only good books available at that time about digital culture. The student productions were good, but we lacked time to go further. In fact, I couldn’t advise any reads in French about the relationships between graphic design and digital practices. There were indeed some technical resources/manuals or online news blogs, but none of this was relevant to the understanding of the digital and its consequences. As the Canadian Center for Architecture (CCA, Montreal, QC) recently said: not only what, but “when is the digital?” In 2015, I started to analyze this subject as we launched Back Office, a research journal, dedicated to these topics. Then, with the great help of my colleagues Kévin Donnot and Élise Gay (E+K), we released the first issue in February 2017 – but that’s another story! During my Design Ph.D., I’ve explored the English field of the “software studies” (Lev Manovich, Matthew Fuller, etc.), but I didn’t know much, at the time, about digital humanities and media archæology. Thanks to the mentoring of French researcher Yves Citton, I started browsing a broader corpus of English books that I tried to connect with some French theory (Jacques Derrida, Michel Foucault, etc.). Apart from Back Office, I wrote a book titled Design and Digital humanities between 2015 and 2016, that will be published before the end of 2017. So, when I applied for the research grant from the Cnap, it was evident for me to think about something deeply connected to my research fields. I gave a lecture in 2016 in Strasbourg (France) about the evolutions of graphical user interfaces (GUI), which tend to be “invisible” (such as voice controlled smart objects). On the other hand, I wanted to go further into the history of digital graphic design. How and when did graphic designers start using computers? The last step to complete the grant application was to find some archive/research centers to open my investigations outside of the french settings. I was lucky to discover the Herb Lubalin Study Center (NYC) in 2013, which holds a great collection of famous graphic designers, such as Herb Lubalin, Otl Aicher, Karl Gerstner, etc. – so it was a no-brainer to go back there. The CCA (Montreal) can also be seen as a hotspot for the reasons explained above. Another interesting place I’m planning to visit is the Vilém Flusser Archive (Berlin), which owns numerous papers, books, etc. of the Czech-born philosopher (1920-1991). With these places in mind, I tried to elaborate a kind of “multi-cultural” research- studying how the digital was received and defined in various contexts, both historical and geographical. A good example is the book French Theory. Foucault, Derrida, Deleuze et Cie et les mutations de la vie intellectuelle aux États-Unis (2003) of the American studies professor François Cusset. In that book, Cusset analyzed the links between the new continental French philosophy, and its reception both inside and outside its homeland. Would it be possible to connect this methodology to design studies? I applied to the grant in late 2016, and received a positive response in March 2017 for an amount of 6000€ (mostly for travel costs). Here is the summary of my project: Shapes of the invisible. Graphic archæology of digital design By studying the progressive merging of graphic design practices with the emergence of personal computing in the early 1980s, and by linking them with contemporary works, this research project studies different ways of working with the “invisible” nature of the digital. For a decade, design dealt with the rise of algorithmic and automatic creative processes (shapes, layout, colorimetry, etc.). Which lessons can we learn from pioneering approaches today? If the digital was born out of computation, how can graphic design help making these invisible operations visible? The full application project, in French, can be found there.
Date
January 2017
Type
ConférenceContexte
Anthony Masure, « les univers de la science-fiction », invitation à l’émission de radio La Clique numérique, Marseille, Radio Grenouille
Résumé
Écouter l’émission de radio Télécharger en MP3 Résumé Les mois de janvier sont compliqués… La Clique commence donc son année en évoquant la science fiction car en 2017 il va nous en falloir de l’imagination pour dépasser nos hallucinations ! Avec comme invité Anthony Masure, agrégé d’arts appliqués, dont les recherches portent sur les implications sociales et politiques des technologies numériques. Animée par Céline Berthoumieux et Marylou Bonnaire Avec notre chroniqueur récurent Thomas Ricordeau, La première apparition physique du programmateur musical Fabrice Pompidou ! Et l’agenda culturel de Sophie-Charlotte Gautier ! Jodorowsky’s Dune
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December 2018
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Article coécrit avec Alexandre Saint-Jevin et publié dans la revue de recherche Reel-Virtuel.com, no 6 « Les normes du numérique »
Résumé
Dans le champ universitaire, la construction et la transmission des savoirs est encore trop souvent ralentie (voire empêchée) par des enjeux commerciaux et/ou par une méconnaissance des enjeux de la culture du libre issue du champ informatique. Des chercheurs peuvent ainsi se voir dépossédés de leurs travaux à cause de contrats d’édition abusifs, ou même être condamnés à de lourdes peines pour avoir partagé des contenus sous copyrights. Mais, au-delà des problèmes légaux, que peuvent faire les chercheurs et designers pour favoriser la libération des connaissances ? Quelles pratiques de publication, de contribution et de valorisation inventer pour répondre à ces enjeux ? La culture libre et les pratiques de design pourraient-elles libérer la recherche de la prégnance des enjeux capitalistes ?
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Date
December 2013
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PublicationContexte
Anthony Masure, « Le logiciel au pouvoir », note de lecture du livre de Lev Manovich Software takes command, Interfaces numériques, no 3, vol. 2, décembre 2013
Résumé
New York, novembre 2013 : Le panel de la conférence #LISA2013 1 Conférence Leaders in Software and Art, panel « DIY start-ups: 3D printing and Hardware Hacking », New-York, 1 er novembre 2013. sur l’impression 3D et le Do It Yourself s’enlise dans les bons sentiments, au risque du cliché. Les intervenants y font l’apologie d’un certain type de « faire », mélange d’american dream et de volontarisme dynamique. Bousculant les idées reçues nous enjoignant à agir sans réfléchir, Lev Manovich interpella les orateurs en leur demandant si « Einstein ne fit que faire ? » [« So Einstein ‹ just did it ›? »] Alors que les universitaires sont souvent accusés de « ne pas faire », la boutade lancée par Lev Manovich interroge le fait de croire qu’une activité pourrait se passer de réflexion. Dans le domaine numérique, la multiplication des systèmes de conception et de production alimente l’illusion d’une fluidité de la pensée s’incarnant sans difficulté dans des formes et objets ; mais n’est-ce pas le logiciel qui a pris le pouvoir ? L’importance des software studies Contrairement aux machines qui ne sont pas renouvelées si fréquemment que cela, les programmes sont depuis quelques années mis à jour dans des flux en temps réel. Alors qu’aucune profession ou activité humaine ne semble échapper à terme à l’usage des logiciels, par quelles disciplines théoriques faut-il passer pour penser ces « nouveaux » objets ? C’est précisément cette question que pose le champ des « software studies », ouvert par Lev Manovich et Matthew Fuller 2 Matthew Fuller, Behind the Blip. Essays on the Culture of Software, New York, Autonomedia, 2003. au début des années 2000 pour sortir d’une approche centrée sur la fonction et le mode d’emploi. En étudiant les fondements esthétiques, historiques ou idéologiques de programmes tels que Word, Photoshop, ou After Effects, ces auteurs ont renouvelé, voire inventé, l’analyse d’objets essentiels à la compréhension de notre époque. Paru en 2001 (2010 en France), l’ouvrage Le langage des nouveaux médias 3 Lev Manovich, Le langage des nouveaux médias (2001), trad. de l’anglais par Richard Crevier, Dijon, Les Presses du réel, 2010. élabore un lexique et des modes d’articulation (les « opérations ») propres aux logiciels dits de création et s’est rapidement imposé comme un ouvrage de référence des théories des nouveaux médias. C’est précisément cette dernière expression qui est au cœur de Software takes command. Tandis que le vingtième siècle aura été marqué par la notion de « média », les environnements numériques, selon Lev Manovich la déplacent et la redéfinissent. À rebours des discours économiques ou marketing des éditeurs de logiciels, c’est donc une exploration tant historique que théorique qui nous est ici proposée. Rédéfinir la notion de média Alors que l’on traite trop souvent le numérique comme une imitation d’anciens médias (songeons par exemple aux balbutiements du mal nommé « livre numérique »), Lev Manovich montre que le développement des interfaces graphiques portait déjà en lui des caractéristiques nouvelles : « Plutôt que de nous concentrer sur les productions amateurs des logiciels, nous devrions nous intéresser aux programmes en eux-mêmes — en tant qu’il permettent de travailler avec les médias de façons jamais vues auparavant. Tandis que le numérique est habituellement abordé comme une opération de « remédiation » (représentation) des anciens médias, l’environnement numérique dans lequel ces médias « vivent » est très différent. » Lev Manovich s’appuie notamment sur les recherches d’Alan Kay, qui participa, à la fin des années 70, au sein du Xerox PARC, à l’invention de la « programmation orientée objet », ainsi qu’au développement des interfaces graphiques, et plus largement à la conceptualisation du computer. Pour Alan Kay, l’ordinateur personnel est un « métamédium », c’est à dire un environnement pouvant simuler les anciens médias, et suffisamment malléable pour pouvoir intégrer des médias qui n’existent pas encore 4 Lev Manovich, Software takes command, op. cit., p. 44. Traduction personnelle.. C’est la nature même des interfaces numériques que de produire une « remédiation » des anciens médias. La simulation de la photographie, de la peinture, du cinéma, etc. s’accompagne immédiatement de fonctions nouvelles, telles que le copier/coller, la recherche par mots-clés, ou le changement des modes d’affichage d’un même objet. Une bonne part du livre consiste ainsi à interroger la spécificités de ces techniques 5 Ibid., p. 119 : « Visualization, searchability, findability—these and many other new “media-independent techniques” (i.e. concepts implemented to work across many data types) clearly stand out in the map of the computer metamedium we have drawn because they go against our habitual understanding of media as plural. », selon qu’elles soient propres à certains médias, ou généralisables à tous. Se référant par endroit à la théorie de l’évolution 6 Comme le chapitre « The evolution of media species », p. 233., Lev Manovich étudie comment ces nouvelles possibilités apparaissent, se répandent ou disparaissent. Le principal apport du livre se situe dans ce point faussement évident pour qui travaille la matière numérique, à savoir que la nouveauté des nouveaux médias est celle de toujours pouvoir leur ajouter des propriétés (et ce sans altérer les fichiers source). Pouvoirs du logiciel Le titre du livre est un hommage au livre Mechanization takes command de Siegfried Giedion 7 Siegfried Giedion, La mécanisation au pouvoir (1947), trad. de l’américain par P. Guivarch, Paris, Centre Georges Pompidou, CCI, 1980., pour marquer l’idée d’une « softwarization » de la culture depuis 1960, c’est à dire d’un développement ubiquitaire des logiciels dans toutes les strates de la société. L’ouvrage de Manovich n’a cependant pas l’ambition d’analyser un spectre aussi large, et c’est pourquoi il se focalise sur les logiciels de création (« media softwares »). La thèse de Software takes command est que les médias n’existent désormais qu’à travers les logiciels. Pour comprendre les médias, il nous faut parfois découvrir la nouveauté sous des interfaces anachroniques. Lev Manovich donne ainsi l’exemple d’Adobe Acrobat 8.0, qui est selon lui un modèle d’incohérence de métaphores obsolètes et de fonctions propres au numérique. C’est comme si, dit-il, « les designers Acrobat avaient voulu donner aux utilisateurs une multitude de façons de naviguer dans les documents 8 Ibid., p. 189 ». On trouvera ainsi au sein du livre des pistes de recherche fructueuses pour élaborer un « design des programmes » cohérent et pertinent. Mettant « en action » les hypothèses des deux premiers tiers du livre, le chapitre final 9 Chapitre « Software in action », p. 241. étudie le logiciel Adobe After Effects, en montrant en quoi ses spécificités techniques contribuent à changer les façons de faire des vidéos – par exemple en passant d’une interface basée sur le temps à une interface basée sur la composition 10 Ibid., p. 282. On pourra aussi mentionner la couverture de l’édition anglaise, qui déplie sur plusieurs milliers de captures d’écran une partie du jeu vidéo Kingdom Hearts.. Pour comprendre les médias, intéressons-nous aux programmes L’habileté d’une telle démarche est de réussir à intéresser tant les ingénieurs, que les historiens ou les designers. L’écriture est d’une clarté remarquable, l’auteur partant d’une définition minimale du terme de média pour la faire évoluer au fil des chapitres, jusqu’à – fait trop rare – se risquer en conclusion à un résumé en deux pages de l’ensemble de l’ouvrage. Un chapitre bonus, disponible en téléchargement pour ne pas alourdir un texte déjà bien dense, traite des réseaux sociaux – peut-être l’amorce d’un prochain titre ? Si, comme le dit Lev Manovich, le logiciel est bien l’électricité du 21 e siècle, il nous faut réfléchir à ses tenants et aboutissants au lieu de mettre les doigts dans la prise. Devra-t-on attendre 10 ans, comme son précédent livre, pour avoir une traduction française et tirer les conséquences de ces hypothèses de recherche ? À nous de prendre les commandes.
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Date
November 2014
Type
PublicationContexte
Anthony Masure, «Visual Culture. Open Source Publishing, Git et le design graphique», Strabic.fr, novembre 2014
Résumé
Le collectif Open Source Publishing (OSP) propose aux designers graphiques de s’inspirer des méthodes de programmation informatique en vigueur depuis de nombreuses années, notamment dans le logiciel libre. Placé en financement collaboratif (crowdfunding) en novembre 2014 sur la plateforme Kiss Kiss Bank Bank, leur projet « Visual culture, un outil pour le design collaboratif (avec Git) » nous donne ainsi une parfaite occasion d’envisager des façons de faire du graphisme qui ne soient pas marquées par les logiques dominantes type Adobe.
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Date
April 2021
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PublicationContexte
Article coécrit avec Michel Wlassikoff dans le 4e numéro de la revue Back Office intitulé « Suivre le mouvement ».
Résumé
Le spécimen typographique constitue un genre de publication à part, entre document promotionnel et espace d’expression graphique. Il s’incarne aujourd’hui sur le Web à travers des sites de démonstration expérimentaux que l’article propose d’analyser au regard de l’histoire typographique ancienne.
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May 2021
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PublicationContexte
Contribution à l’ouvrage collectif Shaping the Digital Dissertation: Knowledge Production in the Arts and Humanities, dir. Virginia Kuhn et Anke Finger, éditions OpenBook.
Résumé
How do these publication practices of online PhD thesis, which are not yet widespread in the conduct of a thesis doctorate, modify the relationship between the direction and the writing of the thesis? How can they open up new research directions while taking into account current standards? What dissemination and communication opportunities do they provide? How do they change the way research is done?
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Date
November 2021
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PublicationContexte
Paper written with Guillaume Helleu for the research journal Multitudes, which appeared in November 2021. Translated from French by Aviva Cashmira Kakar.
Résumé
This paper explores the issues concerning blockchain technologies within the realm of the creative (art, design, video games, etc.), which have arisen since the development of non-fungible tokens (or NFTs) in 2015. NFTs are essentially the production of a decentralized digital certificate that is impossible to forge, which is then linked to a numerical or tangible entity. NFTs have emerged into the mainstream since the beginning of 2021 due to a massive surge in sales and the development of specified marketplaces. NFTs have brought to the fore a variety of issues concerning value, circulation, and the exposure of artistic and cultural productions.
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Résumé
Les collectionneurs achetaient leur Van Gogh dans le plus grand secret. Aujourd’hui, sur le Web, on adore montrer les œuvres virtuelles qu’on a la richesse de s’offrir. Décryptage du nouveau paraître digital par Sophie Abriat pour la revue Madame Figaro.
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Date
March 2013
Type
ConférenceContexte
Propos recueillis par Clio Meyer pour l’application-audioguide Sonosphères de la Biennale de Design de Saint-Étienne 2013. Exposition « Traits-d’union », commissariat Elium Studio.
Résumé
Qui façonne qui ? Espace infini Freebox Revolution, par Philippe Starck Lytro, appareil photo à technologie plénoptique Bracelet Jawbone, par Yves Béhar Nike ID
Date
June 2016
Type
ConférenceContexte
Conférence donnée avec Saul Pandelakis au colloque scientifique « Archéologie des médias et écologies de l’attention », dir. Yves Citton, Emmanuel Guez, Martial Poirson et Gwenola Wagon, Cerisy-la-Salle. Cette conférence a été redifusée sur les sites Web de France Culture et de La Forge Numérique (MRSH de l’université de Caen – Normandie).
Résumé
Nous souhaitons examiner « le passage d’un modèle économique (de l’investissement) au modèle écologique (de la relation au milieu) ». Les programmes numériques peuvent-ils être ou devenir le lieu d’une écologie attentionnelle contribuant à une « écologie [plus large] de l’environnement artificiel » ? Comment concevoir, par le design, la place de l’attention humaine au sein des machines numériques ?
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Date
November 2016
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ConférenceContexte
Conférence donnée au colloque international de typographie Automatic Type Design 2, ANRT Nancy, 18 novembre 2016
Résumé
Le design, historiquement, est marqué par la volonté d’insuffler une dimension humaine dans la production industrielle mécanisée. Alors que le numérique permet d’automatiser la construction de formes via des agents non humains (programmes, etc.), qu’en est-il, dès lors, des rapports entre le design et les « humanités numériques » ? Comment concevoir des formes visuelles capables de rendre intelligible la complexité des environnements techniques contemporains ? Quels rôles un design typographique au fait du numérique peut-il jouer dans l’élaboration de langages visuels capables de pluraliser les rapports au savoir ?
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Date
November 2017
Type
ConférenceContexte
Communication dans le cadre du colloque scientifique « Écologies du numérique », Écolab / ESAD Orléans
Résumé
L’enjeu d’une écologie du numérique, d’un point de vue psychique, serait d’interroger la prétention des technologies à « solutionner » tous les problèmes du monde, alors même que nous faisons face à de multiples crises cognitives liées à la « captation » de l’attention, à savoir l’exploitation économique des comportements, des affects et des désirs. En tant que ces opérations se font en retrait de toute visibilité, il s’agit bien d’une question écologique, à savoir une disjonction entre un « milieu technique » et les acteurs qui y évoluent. Entre attention personnelle et attention collective, il s’agira ici de réfléchir à une pensée « en commun », et dès lors politique, d’une écologie du numérique.
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Médias
Date
September 2018
Type
ConférenceContexte
Conférence donnée au colloque colloque MCRIDD, Tunis, Institut Supérieur des Arts Multimédia de la Manouba (Isamm)
Résumé
Le regain d’intérêt pour l’intelligence artificielle (IA) des années 2010 engendre des programmes auto-apprenants (deep learning) et potentiellement incontrôlables (black boxes). Ces IA « créatives » investissent progressivement les capacités d’invention et d’imagination, et tendent donc à se substituer aux tâches communément attribuées aux designers. Sous couvert de rentabilité, le risque est alors que le design ne devienne qu’une puissance de production de marchandises et de motifs (patterns) automatisés. Face au formatage des expériences humaines dans ce qu’elles ont de plus singulier, quelles marges de manœuvre peut-on inventer ? Des contre-pouvoirs sont-ils encore envisageables ?
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Date
September 2013
Type
PublicationContexte
Anthony Masure, «Des dispositifs aux appareils: l’espacement d’un calcul», Reel-Virtuel.com, no4: «Du dispositif à l’imprévu», septembre 2013
Résumé
À partir de l’étude du concept de dispositif développé par Michel Foucault, nous envisageons deux rapports à l’objet technique: l’un se situant dans un contrôle des usages, et l’autre ouvrant à des pratiques singulières. Tandis que l’usage et l’emploi rabattent la créativité dans une anticipation constante de ce qui sera produit, il est d’autres façons de faire qui ne limitent pas a priori ce que nous pouvons inventer. Dans le fonctionnement d’un appareil, quelque chose échappe à l’opérateur: il s’y joue de l’imprévu.
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Date
April 2016
Type
PublicationContexte
Anthony Masure, « Subjectivités computationnelles et consciences appareillées », Multitudes, no 62, avril 2016, p. 87-96
Résumé
Cet article revient sur la notion de « subjectivité computationnelle » formulée par David M. Berry visant à développer une approche critique des technologies numériques. Afin de comprendre les implications philosophiques d’un tel rapprochement entre « subjectivation » et « computation », nous reviendrons tout d’abord, via Leibniz et Hannah Arendt, sur l’émergence des sciences modernes qui visent à faire du « sujet » classique une entité calculante. Nous verrons ensuite comment les sciences « comportementales » ont influencé la conception des ordinateurs en substituant à la raison humaine des modélisations rationnelles déléguées à des machines. Pour sortir de l’impasse d’une déshumanisation annoncée dès la fin des années 1970 par des auteurs comme Ivan Illich ou Gilles Deleuze, nous envisagerons enfin la « subjectivation » comme un processus qui ne nécessite pas qu’il y ait sujet. Le concept d’« appareil », tel que le propose Pierre-Damien Huyghe à propos de la photographie et du cinéma, peut ainsi être étendu aux machines computationnelles pour penser de possibles « consciences appareillées ».
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Date
January 2019
Type
PublicationContexte
Article coécrit avec Loup Cellard dans la revue Multitudes, no 73, dossier « Tyrannies de la transparence »
Résumé
Mobilisées dans de nombreuses initiatives citoyennes, les interfaces numériques se retrouvent prises dans une « injonction à la transparence » aux enjeux ambigus. Cette contribution met ainsi en évidence trois paradoxes :
1. Le fait que les interfaces numériques reposent sur une obfuscation ontologique des couches programmatiques.
2. La tendance des projets politiques de transparence à invisibiliser les controverses grâce à l’utilisation rhétorique des interfaces et de leurs données.
3. La transformation du paysage médiatique de la transparence en une tension entre divulgation, mise en visibilité de processus, et création d’expériences de simulation renouvelant potentiellement les capacités de narration des citoyens.
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Date
March 2019
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PublicationContexte
« Overall Technology », introduction de section coécrite avec Océane Ragoucy, dans : Catherine Geel, Clément Gaillard (dir.), Extended French Theory & The Design Field… On Nature and Ecology: A Reader, Paris, T&P Work UNiT
Résumé
Book published on the occasion of reflections adapted within the framework of the French Section, From thought to the visible. Design as large ring, XXIIth Milan Triennale, Broken Nature, March 1 st to March 1 st sup > september 2019. In the common vision of things, ecology, understood as the management of natural resources, is de facto opposed to technique: it is assumed that modernist logic has pushed technological progress to a crisis point where that progress would collapse under the finite nature of its growth. Technique as know-how or the capacity to change one’s environment is understood here, then, in its contemporary sense of “technology”: a series of technical articulations (logos) embodied in consumable artefacts. Now, the texts that follow show that ecology is multiple, just as technique should be. This plurality of life environments, a concern at the heart of the fields of art and design, dovetails with some incisive texts by the philosopher Félix Guattari. His notion of “ecosophy” (global ecology) also encourages us not to think about ecology separately from aesthetics: « To bring into being other worlds beyond those of purely abstract information, to engender Universes of reference and existential Territories where singularity and finitude are taken into consideration […] to confront the vertiginous Cosmos so as to make it inhabitable; these are the tangled paths of the tri-ecological vision [of environments, social relations and subjectivities]. 1 Félix Guattari, The three ecologies, (Paris, Galilée, 1989), 70.. » Today, gaining a clearer idea of the relations between ecology and technique implies taking a look at texts written from the 1970s onwards in the context of the Cold War and the effective development of so-called “personal” computing. The philosophy of technique, or technics, which already had a rich history, had been enjoying a tremendous period of international growth for some forty years. Because it is articulated with aesthetic and ecological issues, in France this field has been echoed in some singular ways. That is what this selection of texts sets out to explore. There is one domain, the archaeology of media, which offers a powerful counterweight to the sometimes-frightening promises of effectiveness made by these digital technologies. It does so by jolting together heterogeneous technical layers, whether of history, hardware, or software. A precursor of this field is the nomadic philosopher Vilém Flusser, whose essay Vampyroteuthis infernalis 2 Vilém Flusser, Vampyroteuthis infernalis [1981-1987], trans. C. Lucchese, (Bruxelles: Zones sensibles, 2015). sets out a bestiary derived from squids and octopuses implicitly revealing the unthought implications of the proliferation of electronic information machines. Taking different approaches, the philosophers of French Theory and their contemporary heirs (Bernard Stiegler, Pierre-Damien Huyghe, Isabelle Stengers, Bruno Latour, Madeleine Akrich, etc.) have engaged acutely with the profound consequences of technological mutations. Inspired by the idea of thinking about technique beyond human actors and/or its subservience to principle of efficacy, these authors – although they do not necessarily invoke this notion – interrogate an overly limited understanding of ecology. While they are not (all) contemporaries of the massification of the use of digital technologies, the fact that these writings are still widely studied bears witness to an obvious fact: in research, there are times when notions of novelty and progress simply do not apply. In This Progress, a participative performance (Palais de Tokyo, Paris, 2016) 3 This Progress* ( Solomon R. Guggenheim Museum, New York, 2006) is replayed at the Palais de Tokyo, (Paris, October 12, 2016 – December 18, 2016): “Carte blanche to Tino Sehgal”, curated by Rebecca Lamarche Vadel., the German-British artist Tino Sehgal shakes up the notion of progress by activating its dimensions: personal, shared and trans-generational. One visitor’s account relates this surprising experience based on the human voice, bodily movement and social interaction: “As we moved forward alone into a big empty space, a twelve year-old child came up to us and suddenly asked, ‘What is progress?’” Let us recall elements of the historical context: the emergence of mass-market computers was to a major extent based on a cognitivist understanding of the cybernetic model. 4 For a broader understanding of cybernetics, see: Norbert Wiener, Cybernetics and society. The human use of human beings [1954], trans. P.-Y. Mistoulon, (Paris: Point, 2014).. This paradigm of understanding, which still informs to a large extent the interfaces of the digital apparatus (dispositifs) 5 Giorgio Agamben, Qu’est-ce qu’un dispositif ? [2006], trans. M. Rueff, (Paris: Payot & Rivages, 2007). » that we use every day, developed, economically, in a hidden way – covered by waves of objects renewed at a quick rate and installed among us without negotiation and unprepared by any civic reflection. In other words: we lack perspective for understanding what the digital media are doing to us, doing with us, or doing against us. The artists’ collective RYBN undermines the idea of progress and technological neutrality. By hybridising computer rationality with modes of thought based on mythology or belief, the esoteric forms of their work betray the “haunted” character of electronic machines. Their Data Ghost project 6 RYBN, Data Ghost 1, installation presented at the “Media Mediums” exhibition, curated by Jeff Guess and Gwenola Wagon, Paris, Ygrec, (April 4-May 31, 2014) (galerie Ygrec, Paris, 2014) tirelessly scans the background noises of digital data flows and detects “phantom” messages there. The internet then becomes the echo chamber of retro-inter-active ghostsspectres. Some thirty years since the writings of Félix Guattari, these reflections on the desubjectification of individuals resonate with dispositifs that are invisible (because encoded) and yet infiltrate most human activities. This is what researcher Evgeny Morozov calls “algorithmic regulation”, 7 Evgeny Morozov. “The power of data and the death of politics”. Trans. P. Jorion, August 2014. https://www.pauljorion.com/blog/2014/08/25/la-prise-de-pouvoir-par-les-donnees-et-la-mort-de-la-politique -by-evgeny-morozov/, that is, a pernicious form of social control effected by non-human agents. At the turn of the 2010s, there was no avoiding the realisation that information networks had not created a global village”. The power of “platform capitalism” 9 Nick Srnicek, Platform Capitalism. The hegemony of the digital economy [2016], trans. P. Blouin, (Montreal: Lux, 2018). – that of GAFAM and BATX – is increasingly a threat to citizens’ capacity to invent their own way of lifemodes of existence. Amassing value from the sampling of “data”, digital devices are also redoubtable machines for polluting the mind, the moment one starts to surf without a filter. In this opposition between an invasive technology and the capacity of the social body to organise its conditions of existence, ecology here acquires a psychic dimension. Since technique is constitutive of humanity, however, there can be no question of going back to a golden age that never existed. In this sense, designer Ezio Manzini pleads for an “ecology of the artificial environment” 10 Ezio Manzini, Artifacts. Towards an ecology of the artificial environment [1990], trans. Adriana Pilia, (Paris: Center Georges Pompidou, CCI, 1991). » – a “second nature” formed by the technical tissue, which to a large extent still has to be invented. As of the early 1990s, he warned of the risk that information overload would turn into “noise”: “We are living amidst a growing mass of ‘semiotic waste’ – in other words, messages, texts and used codes that we cannot get rid of. […] By their uncontrolled proliferation, the greatest variety of forms, colours and textures can result in the greyest of worlds.” 11 Ezio Manzini, Artifacts. Towards an ecology of the artificial environment [1990], trans. Adriana Pilia, (Paris: Center Georges Pompidou, CCI, 1991), 36-37. ), 36-37. ». Counter to the “attention deficit” supposedly engendered by the behavioural retroaction loops of the dominant digital “services” – that is, the economic exploitation of behaviours, affects and desires – researcher Yves Citton thus invites us to imagine the conditions of an “ecology of attention” 12 Yves Citton, For an ecology of attention, (Paris: Seuil, 2014). » going hand in hand with a reorientation of media policies. The philosopher of technologies Gilbert Simondon noted at the end of the 1950s, when reflecting on this loss of intelligibility, that “what is missing is the essential; the active centre of the technical operation remains veiled.” 13 Gilbert Simondon, Du mode d’existence des objets techniques [1958], (Paris: Aubier, 2012).». Technical advances have continually heightened this opacity and multiplied the “black boxes”. Who today really understands, for example, how blockchain protocols work, or the self-developing codes of deep learning ? In the video Rare Earthenware (exhibited at ZKM in Karlsruhe as part of the Reset Modernity! exhibition (2016, directed by sociologist and philosopher Bruno Latour), the design studio Unknown Field Divisions documented the trajectory of the rare metals needed to construct three telecommunications objects: a mobile phone, an ultra-thin laptop computer and a chip for an “intelligent” car battery. The quantity of toxic waste required to produce them was then assembled in the form of traditional Ming vases. Inseparable from the conception of many technological objects, “civil wars” cast a veil over the environmentally and humanly damaging nature of mining operations and make the supply process invisible. At stake in an ecology of digital techniques, from a psychic point of view, would be interrogating the claim of technologies to “solve” 14 Evgeny Morozov, To solve everything, click here. The aberration of technological solutionism [2013], trans. M-C. Braud, (Limoges: Fyp, 2014). » all the world’s problems. Not only do digital technologies not always save time, but they cause a proliferation of new problems. In order for the digital to benefit the masses and not just a handful of investors, we need to stand back from the idea that problems linked to technologies can simply be solved with more technology. We are indeed confronted with two gave ecological questions: environmental and human. There is, now, a third, at the other end of the chain. It concerns the user and is – in the broad sense — a disjunction between a “technical milieu” 15 André Leroi-Gourhan, Évolution et techniques. Milieu et techniques, (Paris: Albin Michel, 1973). » and the “actors” 16 Actor network theory (AnT) was developed in the 1990s by researchers Bruno Latour, Madeleine Akrich and Michel Callon. » inhabiting it. To treat persons as “users” comes down to introducing a dissymmetry between the conceivers of objects, of digital programmes, etc., and those who can only use them. Via ecology, then, we can prise open other dimensions than the reduction of technique to its technological and digital assignation: imagination, spirituality, memory, etc. In the French context, for example, it is interesting to study a genealogy that runs through the work of palaeontologist André Leroi-Gourhan, of the philosopher of technology Gilbert Simondon, and of philosopher Bernard Stiegler on digital mutations. For Leroi-Gourhan, the notion of the tool takes an almost biological turn. The tool is that whereby a living being accedes to existence by developing gesture and speech. The relation to the milieu is always a dynamic, and never something that is acquired for good and could be stabilised: human existence is a progressive and continuous detachment from its initial conditions. Simondon approaches technical objects as “lineages” that can be compared to organic configurations and reconfigurations. His later writings on imagination and invention in techniques take an almost spiritual direction. The subject is to be understood within a constant evolution. More precisely, the individual is conceived in relation to a “pre-individual” tending towards a “transindividual”. These reflections on “individuation” and technique have been extensively taken up by Bernard Stiegler, who places them in the context of a period when the combination of neoliberalism and marketing (via behavioural sciences) is massively heightening the risk of the subjection of human beings. For Stiegler, ecology is to be understood as living beings’ relation to their milieu, relations that are threatened by capitalism (industrial, financial, cognitive, etc.). Thus, in addition to necessary actions and reflections on the ecology of resources (the exhaustion of capacities of subsistence), rethinking the ecology of the spirit (exhaustion of the psyche and of desire) is emerging as an increasingly urgent task.
Date
April 2019
Type
PublicationContexte
Actes du colloque de Cerisy Écologie de l’attention et archéologie des médias (juin 2016)
Résumé
La notification, cette forme de communication par fragments, interruptions et redondances s’est renforcée avec l’émergence des terminaux mobiles qui permettent d’accéder et de traiter des données en temps réel. Entre le manque investi par le numérique et la (supposée) saturation d’informations conduisant, pour certains chercheurs, à une crise de l’attention, comment les notifications numériques participent-elles d’une reconfiguration sociotechnique de l’expérience du manque ? Quelles sont les spécificités de ce milieu attentionnel ?
Personnes citées
Date
July 2021
Type
PublicationContexte
Article coécrit avec Victor Petit, contribution au dossier « Flusser et la France » du 31e numéro de la revue Flusser Studies dirigé par Rainer Guldin, Marc Lenot et Anthony Masure.
Résumé
Dans ses « Considérations écologiques », un article inédit rédigé en français en 1984-1985, le théoricien des médias Vilém Flusser montre les limites d’une opposition tranchée entre nature et culture, et soutient l’hypothèse provocante d’une naturalisation de la technique prenant la forme d’une « circularité de la production ». Les notions d’objet et de déchet deviennent les pôles d’une critique de la consommation, que Flusser relie au développement des programmes numériques et des théories de l’information. Examiner ce texte, à près de 40 ans d’écart, permet de prendre du recul sur les débats et controverses relatifs au champ de l’éco-design. Il montre qu’un design radicalement circulaire ne changerait pas seulement la production, ni même la consommation, mais la définition même du design.
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June 2022
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Entretien avec Christophe Castro pour la revue OneShot. La revue de l’expérience client, no 8, « Métavers », été 2022
Résumé
AVEC ANTHONY MASURE, professeur associé et responsable de la recherche à la Haute école d’art et de design de Genève (HEAD – Genève, HES-SO), nous plongeons dans les métavers d’aujourd’hui et de demain. Ces univers improbables ouvrent des possibilités radicalement nouvelles aux marques et à leurs clients. Ils sont aussi un terrain de jeu très propice à l’émergence fulgurante de start-up décomplexées. Mais au-delà d’une apparence colorée, décalée et fun – empruntée aux jeux vidéo – les enjeux sont, eux aussi, radicaux : dans les métavers, les exigences des communautés seront élevées et alignées sur celles des technologies décentralisées du Web3. S’ouvre ainsi une zone de risques pour certains, et d’opportunités pour d’autres…
Date
April 2023
Type
BlogContexte
Anthony Masure, Florie Souday, « IA et pédagogie : un état de l’art », blog AnthonyMasure.com, 24 avril 2023 [pour la première version]
Résumé
Cet état de l’art propose d’examiner une sélection de ressources traitant des enjeux pédagogiques des « intelligences [dites] artificielles » contemporaines. Apparues pour le grand public avec le lancement de services orientés divertissement et création tels que DALL·E (janvier 2021), Midjourney (juillet 2022) ou ChatGPT (novembre 2022), les technologies du machine learning (apprentissage automatique) permettent d’automatiser la production d’objets numériques tels que du texte, des images, mais aussi du son, de la vidéo ou de la 3D — ce qui oblige à repenser les compétences à enseigner et les façons de les évaluer. Cette initiative vise ainsi à poser, de façon éclairée, les termes d’un débat de fond quant à la place des IA en milieu scolaire afin de préfigurer des formats de cours, exercices et projets de recherche contributifs.
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Médias
Date
March 2016
Type
ConférenceContexte
Anthony Masure, « La fable des techniques invisibles », conférence dans le cadre du cycle « Graphisme / Technè », université de Strasbourg & HEAR Strasbourg, dir. Vivien Philizot
Résumé
Cette communication interroge, dans le contexte du design, les relations qu’entretiennent entre les notions de technique et de visibilité. Si le design prend sens en raison d’un travail des techniques dans une finalité qui n’est pas donnée d’avance, que dire de la tendance contemporaine qui consiste à faire du design l’instrument de techniques invisibles ? Autrement dit, comment et pourquoi, depuis un certain nombre d’années, une tendance à rendre les techniques invisibles s’est-elle développée ? Que recouvre cette intention ? À travers la critique de cette idéologie de la transparence appliquée aux objets numériques, il s’agira de démontrer qu’une des tâches du design serait de dévoiler la technique, et non pas de l’occulter en la rendant invisible.
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Résumé
Depuis le développement de l’informatique personnelle au tournant des années 1980, le design graphique a connu de profondes mutations au contact des technologies numériques et des pratiques afférentes. Quelles sont les grandes catégories et les enjeux de ce rapprochement ? À quels nouveaux défis pourraient être confrontés les designers graphiques ces dix prochaines années ?
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Personnes citées
Objets mentionnés
Date
November 2018
Type
ConférenceContexte
Participation à la Table ronde « Transmission/Transformation », Forum Design de Paris
Résumé
Au regard des mutations sociales, écologiques, politiques, économiques, l’enjeu de la transmission devient crucial. Quel est le rôle dévolu à l’enseignement supérieur du design dans ce contexte ? Comment identifier les autres instances de transmission, tout au long de la vie ?
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Médias
Date
May 2019
Type
ConférenceContexte
Communication dans le cadre de la chaire de philosophie à l’hôpital, séminaire « Design with Care », dir. Cynthia Fleury et Antoine Fenoglio (Les Sismo), Paris, Cnam
Résumé
Alors que nous manquons encore de recul pour comprendre ce que les média, flux et interactions numériques nous font, font avec nous, ou font contre nous, quels autres modes de conception et modèles économiques peut-on inventer ? Comment une compréhension plus fine des différentes théories psychologiques pourrait-elle permettre de déjouer une certaine approche neurocognitiviste assimilant le psychisme humain à une commutation de circuits ? Pourrait-on permettre au plus grand nombre de comprendre et d’accéder aux paramètres façonnant l’attention en contexte numérique ? Le design pourrait-il devenir, à rebours de l’exploitation de nos vulnérabilités psychiques, l’endroit d’une possible « écologie de l’attention » ?
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Personnes citées
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Médias
Date
June 2019
Type
ConférenceContexte
Communication dans le cadre de la journée d’étude « Health & Care Technologies », Costech et BMBI, Université de Technologie de Compiègne
Résumé
« Everything that has transpired has done so according to my design » [« Tout se passe à présent comme je l’avais prévu »], s’exclame l’empereur Palpatine, alias Dark Sidious, dans l’épisode VI de la saga Star Wars (1983). Partant de ce sens anglais du mot design – « ruse » ou « perfidie » –, le théoricien des médias Vilém Flusser en vient, au début des années 1990, à se demander si « l’industrie du design renferme une éthique ». Dès lors, comment comprendre certaines injonctions récentes du champ francophone, où le mot design est pourtant chargé d’autres traditions, à aller vers un design dit « éthique » (« Ethics by design ») ? À une époque où les « poussées techniques » (Pierre-Damien Huyghe) rendent possible le « design du vivant » par des procédés artificiels (bio-impression, biologie synthétique, CRISPR CAS9, etc.), qu’apporte une telle idée par rapport au fait que toute l’histoire du design, depuis les premières révolutions industrielles (William Morris), est traversée de tensions entre l’économie de marché et la recherche de dimensions échappant à la rentabilité et à l’utilité (Victor Papanek) ? Ne risque-t-on pas alors – lost in translation – de limiter le « design du vivant » à une conception fermée : un intelligent design en place d’un design « non perfide » cherchant toujours sa place quant à la bioéthique ?
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Personnes citées
Objets mentionnés
Date
December 2021
Type
ConférenceContexte
Anthony Masure, « Pour en finir avec le design centré utilisateur ! », discussion avec Brieuc Saffré animée par Julien Vey, Rennes, Digital Tech Conference, Couvent des Jacobins, 3 décembre 2021
Résumé
L’innovation vertueuse fait la part belle au design. Encore faut-il s’entendre sur cette approche et privilégier une approche systémique. Brieuc Saffré, dirigeant de l’agence de design circulaire Circulab et Anthony Masure, professeur associé et responsable de la recherche à la Haute école d’art et de design de Genève (HEAD –Genève, HES-SO), croiseront leurs expériences pour bousculer les idées reçues et débattre des implications sociales, politiques et esthétiques des technologies numériques.
Notions
Date
September 2022
Type
ConférenceContexte
Intervention à la journée d’étude « Post–convivialité — Espaces en commun et enjeux du design », Paris, CondéDesignLab.
Résumé
À rebours des « outils conviviaux » défendus par Illich et de la volonté adjacente de retrouver du « contrôle » et de mettre les objets à notre « service », nous proposons de soutenir la notion d’« appareil » pour inviter à penser positivement une telle situation. Autrement dit : il s’agit moins de reprendre la main que « d’appareiller » des situations techniques – moins de penser des « outils conviviaux » que de pluraliser le monde des choses.
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Personnes citées
Objets mentionnés
Date
March 2023
Type
ConférenceContexte
Communication dans le cadre de la journée « Arts et neurosciences : nouveaux terrains d’expérimentations » (dir. Justine Emard), Nantes, Stereolux.
Résumé
Les liens entre informatique et psychologie hantent l’informatique depuis ses débuts, qu’on pense à l’augmentation des facultés intellectuelles par la machine (Vannevar Bush) ou le développement d’un cerveau électronique capable de remplacer l’humain dans certaines tâches (Alan Turing). Alors que plusieurs approches psychologiques coexistaient aux débuts de la cybernétique – allant de la psychanalyse aux neurosciences – celles-ci vont progressivement se resserrer autour d’une visée comportementaliste (où domine la recherche de performance et d’efficience) que l’on retrouve aujourd’hui dans les interfaces dites « neuronales », c’est-à-dire qui fonctionnent en visualisant l’activité des neurones. Leur développement s’inscrit dans le paradigme de « l’informatique ubiquitaire », développé par Mark Weiser à la fin des années 1980, et qui prône la réduction des médiations entre l’humain et la machine au profit de leur intégration dans le quotidien. Si cette visée aura facilité les usages de l’informatique via le développement d’interfaces « naturelles » (tangibles, vocales, et désormais neuronales), elle engendre plusieurs problèmes tels que le formatage des expériences, la collecte de données sans consentement, ou encore le syndrôme de la réponse unique. Pour les champs de l’art et du design, ces technologies rejouent l’idée romantique du « génie », qui « créé » dans l’instant, sans barrière avec le contact avec la matière – une idée au cœur des fantasmes de l’apprentissage automatique (deep learning) et des générateurs en tout genre. Il s’agit alors de savoir ce que peuvent faire l’art et le design en contexte de technoscience afin que les programmes des interfaces neuronales, encore en émergence, ne se limitent pas à des dispositifs prescriptifs.
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Date
April 2023
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ConférenceContexte
Présentation de l’essai Design sous artifice au séminaire ArTeC (Paris), suivie d’une discussion avec Pierre-Damien Huyghe.
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Le grand public a récemment découvert des programmes de machine learning (apprentissage automatique) comme DALL·E, Midjourney ou Disco Diffusion capables de générer des images à partir de commandes textuelles. Ces images sans auteur·trice, d’une qualité impressionnante, suscitent l’émerveillement tout autant que des débats au sein de la communauté créative internationale, qui s’effraie de la menace que ces processus font planner sur la survie des professions d’illustrateur·trice ou de photographe.
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Transmédia. Nouvelle manière de raconter les histoires, évolution audiovisuelle, intéressons-nous aux raisons de cet engouement. En analysant le phénomène de la franchise Star Wars, nous parviendrons à mieux comprendre la mécanique derrière la narration transmédia. Poursuivons ensuite avec un décryptage du concept de fiction. Narration, média et transmédia, modes de financement, nous tâcherons de poser les bases nécessaires à la compréhension de cette nouvelle manière de raconter. Plongeons ensuite au sein des communautés de fans, coeur du dispositif transmédia. Partageons l’espace d’un instant leurs motivations, leurs règles et leurs sentiments. A travers plusieurs exemples, nous verrons ce qui alimente cet amour et ce qu’ils attendent d’une oeuvre de fiction. Enfin, assistons à une lutte pour le pouvoir, symbole d’un conflit d’autorités, symptôme d’un système de références emphatiques qui confine à la canonisation et à la religion. Affrontement et défi, foi et réalisme, l’équilibre délicat derrière chaque fiction transmédia concourt à définir qui régnera sur un monde de fiction dont on attend beaucoup. Créateur, producteur et fans, appât du gain, gloire ou respect, est-ce possible de les départager ?
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Mars 2013 (4 jours) Le workshop « Écoles de la pensée » se base sur un thème a priori étranger au numérique : la philosophie à destination à des enfants. Depuis de nombreuses années, la « philosophie pour les enfants » se développe dans de nombreux pays, essentiellement via des ateliers de parole et des ouvrages dédiés. Il était demandé aux étudiants de réfléchir à des modes de lecture et de dialogue à l’écran s’inscrivant dans ce champ pédagogique. Les projets ont été menés par groupes de 5, avec pour chaque équipe un éditeur, un graphiste, un développeur et un coordinateur. Le rendu devait comprendre un prototype fonctionnel, ainsi qu’un dossier de faisabilité (rétroplanning, budget fictif, technique, etc.). L’enjeu était de construire son propre projet plutôt que de se placer dans une posture d’exécution : un vrai entraînement au projet pro de deuxième année ! Au cours des 4 jours du workshop, les étudiants ont pu bénéficier de l’expertise de Nicolas Loubet (Umaps) pour la partie scénarisation de projet. Pour la technique, ils étaient assistés d’Antoine Frankart fondateur d’Oxent, startup de services à destination des éditeurs et compétiteurs de jeux vidéos. Les projets ont pu être poursuivis durant deux semaines « libres », avant présentation devant un jury extérieur. Groupe #1 : « Planète Cékoi ? » Un jeu vidéo iOS où l’enfant explore des planètes aux thématiques existentielles. Groupe #2 : « Melting peau » Une application pour Google Glass faisant prendre conscience de problèmes sociaux, à expérimenter en atelier au sein de musées comme la Gaité Lyrique. Groupe #3 : «Pourquoi ? Parce que» Un projet d’exposition numérique au sein du futur Musée des Confluences de Lyon. Groupe #4 : «Cinéphilo» Un site web pour comprendre la philo à partir d’extraits de blockbusters. Groupe #5 : «Mon20h» L’application qui décrypte l’actualité pour les touts petits. Groupe #6 : «Philo&Sophie» Une application pour créer chez soi son atelier philo, déclinaison pour enfants de Philosophie Magazine.
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December 2015 — June 2023
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ProjetContexte
La revue a été cofondée en 2017 par Kévin Donnot, Élise Gay et Anthony Masure. Elle est coéditée par les éditions B42 et Fork éditions.
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