Report from User_Mode Symposium

Report from User_Mode
Emotion and Intuition in Art and Design Symposium
May 9-11, 2003
Tate Modern & London Science Museum, London, UK
http://www.usermode.net

By Jonah Brucker-Cohen ([email protected])

Set in the blood red upholstered venue of the Tate Modern's Starr
auditorium and amid the futuristic light-arrays of the London Science
Museum's Wellcome Wing, the 3-day User_Mode conference on emotion and
intuition in art and design kicked off with a wide array of over 30
speakers spanning disciplines in art, design, textiles, fashion,
research, science, and even osmology. The event's theme centered on
how emotional design and aesthetics intersect digital art practice
and covered everything from audience engagement, subjectivity and
interactive experience, immersion, social ecology, and shared
communication systems over distance. Despite the looming threat of
information overload, the event turned out to be both entertaining,
provocative, and despite a few lapses of focus along panels, created
a positive forum for active discussions to occur.

The opening panel, "Poetics and the Spectacle" began with chair,
David Ross' (Beacon Cultural Project), opening address on the history
of art practice and his belief that despite technological changes in
expressive forms, all art engenders interactive traits. He seemed
adamant about the aging view that designates the artist's role into
one that changes experience into moments of "sublime intimacy" and
that available technology is less important than the time period in
which art exists and reflects upon. Of the presenters, artist Simon
Biggs, who presented Babel, a browser for navigating the Internet
using the Dewey decimal system, favored the term "reader" over "user"
to explain the process of interaction with his work. This approach
was telling when fellow panelist, Masaki Fujihata (Japan) described
his most recent "Field:Work" GPS video mapping project, as a method
of showing how multiple perspectives in location-based systems
creates a greater sense of individual appreciation and understanding
of the work. According to Fujihata, it's not enough to experience the
work from outside, but to also gain new perspectives within. Fujihata
proved this best when he placed five apples on the lectern as a
metaphor for describing abstraction using real objects.

Focusing on the internal nature of "Interactivity & Subjectivity",
the next panel lead by Irene McAra-McWilliam (IA/RCA), spoke about
how the depth of human memory relies on our ability to both to store
and forget information and how this relates to the design of future
human/machine interfaces. Taking no prisoners, RCA researcher,
Brendan Walker gave a sermon-like speech into the phenomenology of
"thrill", examining both the ethnographic question of cultural
dependence on high-risk interfaces and addiction to integrating a
"thrill" quotient into our everyday lives to escape personal
realities. Afterwards, artist Stuart Jones instigated discussion when
he postulated that interactive systems might lose their authorship to
audiences, and that "users" end up being puppets of the author's
predetermined system. This relationship seems to be constantly
changing as artists focus on generative systems of interaction where
the experience itself shifts along with the content of the
interaction.

The opening day's final panel explored sensory experience and the
body. Speakers included Crispin Jones' pain-based fortuneteller table
to Jenny Tillotson and George Dodd's smell-based wearables featuring
a model walking around the stage with activated shoes and perfume
emitting garments. When Dodd gleefully exclaimed, "We are surrounded
by smells", chuckles filled the auditorium, but his focus was more on
how adding a sense of smell to digital interfaces can augment our
emotional attachment to machines and seemingly banal interactions.

After a long night, and little sleep, day two began on a charged note
with the "Aesthetics" panel which I was lucky enough to participate
in along with fellow panelists Joshua Davis and Lev Manovich. Lev
opened the panel with a humorous and extensive slide show of objects
of representation such as the classic Mac SE and industrial machinery
that signify fundamental shifts in artistic representation through
the last century. In contrast, Davis began with a video of his
self-blinding food coloring antics to illustrate the beauty of
unexpected outcomes and went on to describe his forays into
generative Flash animation systems that create unique outputs based
on simple rule sets. My talk focused on how physical networks exploit
conventional connectivity cliches and covered some of my recent
projects including Desktop Subversibles, which looks at shifting
normal desktop relationships by networking everyday activities like
copy/paste and mouse movements.

Delving deeper into concepts of data visualization and sonification
of virtual environments was the "Immersion and Self" panel, led by
Banff Centre's New Media Director Sara Diamond. Artist Golan Levin
opened the session with his view that immersive experience "thickens"
our point of view while he showed examples of his collaborative work,
"The Secret Life of Numbers", as well as previews of his new
graphical vocalization project, "Mesa Di Vocce". Looking at voice
translation from text to speech over networks, installation artist
Susan Collins described her "In Conversation", which featured a
net-connected mouth projected onto the pavement of a busy sidewalk,
as an open system where the street meets the public space of the
network. Her most recent work on the "Tate in Space" project
amplified this belief that new contexts for artistic mediation add
dimensionality to interactive work. Finally, Selectparks' Julian
Oliver described his work in building custom game engines and levels
that exist both as virtual prosthetics to existing architectures as
well as provide social dimensions to games by associating them with
real locations.

Examining the social ecologies and matrices of interactive art,
another panel featured speakers interested in representation of space
and experience within distinct situations. FoAm, represented by Nat
Muller, explained the contextual theory behind their "TxOom" project
- a collaborative performance held inside an old hippodrome in Great
Yarmouth. Peter Higgins of London's Land Design Studio, explained how
creating projects for public spaces often determines the range and
durability of the piece, while Tobi Schneidler's presentation on the
Remote Home (remotehome.org) was a closer look at the implications of
interactivity within the private context of networked living spaces.
Finally, Natalie Bookchin and Jacqueline Stevens presented their
outline for "Citizen's Dillema", a rule-based political foray into
multi-player online games where citizens are given voting rights to
configure the world. All of these works addressed context, without
which most lose meaning, a danger that digital art often falls victim.

Rounding out the conference, day three took visitors to the London
Science Museum where discussions centered on the collective conscious
of everyday life in networks and communication medium. The opening
presentation was given by a Macintosh II computer's text to speech
interpreter while Arthur Elsenaar sat still with electrodes connected
to his face. By sending electrical pulses to his cheeks, the computer
could theoretically control his facial expressions. Juxtaposing this
idea of computer mediated emotion to siphoning human emotion through
connected, abstract objects, was the Faraway Project's use of
connection relationships to illustrate methods of intimate distant
interaction. Lastly, Anthony Burrill of friendchip.com, added some
non-sequitor examples of how simple models of complex systems can be
emotional when he played a spliced and note separated version of "Hey
Mickey".

As User_Mode concluded, it became clear that the true value of
emotional connections with technology and interface is whatever
personal experiences can be brought to the surface through this
interaction. User_Mode represented a collection of innovative
cross-disciplinary speakers attempting to answer the fundamental
question of whether or not technology exists to improve the overall
quality of life. Fundamental questions still remain for debate such
as: How do we connect human experience to technology? How do social,
cultural, geographical, individual and global differences affect how
we interact emotionally with each other ,the technology we use, and
our everyday experience? Can the technological artist be an important
instigator in this debate? We may never agree, but ultimately, events
like User_Mode help to establish discourse that attempts to include
all disciplines by deconstructing cultural production into its most
basic forms.

-Jonah Brucker-Cohen ([email protected])

Comments

, Jess Loseby

As User_Mode concluded, it became clear that the true
value of
emotional connections with technology and interface is
whatever
personal experiences can be brought to the surface through
this
interaction. User_Mode represented a collection of
innovative
cross-disciplinary speakers attempting to answer the
fundamental
question of whether or not technology exists to improve the
overall
quality of life. Fundamental questions still remain for debate
such
as: How do we connect human experience to technology?
How do social,
cultural, geographical, individual and global differences
affect how
we interact emotionally with each other ,the technology we
use, and
our everyday experience? Can the technological artist be an
important
instigator in this debate? We may never agree, but
ultimately, events
like User_Mode help to establish discourse that attempts to
include
all disciplines by deconstructing cultural production into its
most
basic forms.



> Report from User_Mode
> Emotion and Intuition in Art and Design Symposium
> May 9-11, 2003
> Tate Modern & London Science Museum, London, UK
> http://www.usermode.net
>
> By Jonah Brucker-Cohen ([email protected])
>
> Set in the blood red upholstered venue of the Tate Modern's Starr
> auditorium and amid the futuristic light-arrays of the London Science
> Museum's Wellcome Wing, the 3-day User_Mode conference on emotion and
> intuition in art and design kicked off with a wide array of over 30
> speakers spanning disciplines in art, design, textiles, fashion,
> research, science, and even osmology. The event's theme centered on
> how emotional design and aesthetics intersect digital art practice
> and covered everything from audience engagement, subjectivity and
> interactive experience, immersion, social ecology, and shared
> communication systems over distance. Despite the looming threat of
> information overload, the event turned out to be both entertaining,
> provocative, and despite a few lapses of focus along panels, created
> a positive forum for active discussions to occur.
>
> The opening panel, "Poetics and the Spectacle" began with chair,
> David Ross' (Beacon Cultural Project), opening address on the history
> of art practice and his belief that despite technological changes in
> expressive forms, all art engenders interactive traits. He seemed
> adamant about the aging view that designates the artist's role into
> one that changes experience into moments of "sublime intimacy" and
> that available technology is less important than the time period in
> which art exists and reflects upon. Of the presenters, artist Simon
> Biggs, who presented Babel, a browser for navigating the Internet
> using the Dewey decimal system, favored the term "reader" over "user"
> to explain the process of interaction with his work. This approach
> was telling when fellow panelist, Masaki Fujihata (Japan) described
> his most recent "Field:Work" GPS video mapping project, as a method
> of showing how multiple perspectives in location-based systems
> creates a greater sense of individual appreciation and understanding
> of the work. According to Fujihata, it's not enough to experience the
> work from outside, but to also gain new perspectives within. Fujihata
> proved this best when he placed five apples on the lectern as a
> metaphor for describing abstraction using real objects.
>
> Focusing on the internal nature of "Interactivity & Subjectivity",
> the next panel lead by Irene McAra-McWilliam (IA/RCA), spoke about
> how the depth of human memory relies on our ability to both to store
> and forget information and how this relates to the design of future
> human/machine interfaces. Taking no prisoners, RCA researcher,
> Brendan Walker gave a sermon-like speech into the phenomenology of
> "thrill", examining both the ethnographic question of cultural
> dependence on high-risk interfaces and addiction to integrating a
> "thrill" quotient into our everyday lives to escape personal
> realities. Afterwards, artist Stuart Jones instigated discussion when
> he postulated that interactive systems might lose their authorship to
> audiences, and that "users" end up being puppets of the author's
> predetermined system. This relationship seems to be constantly
> changing as artists focus on generative systems of interaction where
> the experience itself shifts along with the content of the
> interaction.
>
> The opening day's final panel explored sensory experience and the
> body. Speakers included Crispin Jones' pain-based fortuneteller table
> to Jenny Tillotson and George Dodd's smell-based wearables featuring
> a model walking around the stage with activated shoes and perfume
> emitting garments. When Dodd gleefully exclaimed, "We are surrounded
> by smells", chuckles filled the auditorium, but his focus was more on
> how adding a sense of smell to digital interfaces can augment our
> emotional attachment to machines and seemingly banal interactions.
>
> After a long night, and little sleep, day two began on a charged note
> with the "Aesthetics" panel which I was lucky enough to participate
> in along with fellow panelists Joshua Davis and Lev Manovich. Lev
> opened the panel with a humorous and extensive slide show of objects
> of representation such as the classic Mac SE and industrial machinery
> that signify fundamental shifts in artistic representation through
> the last century. In contrast, Davis began with a video of his
> self-blinding food coloring antics to illustrate the beauty of
> unexpected outcomes and went on to describe his forays into
> generative Flash animation systems that create unique outputs based
> on simple rule sets. My talk focused on how physical networks exploit
> conventional connectivity cliches and covered some of my recent
> projects including Desktop Subversibles, which looks at shifting
> normal desktop relationships by networking everyday activities like
> copy/paste and mouse movements.
>
> Delving deeper into concepts of data visualization and sonification
> of virtual environments was the "Immersion and Self" panel, led by
> Banff Centre's New Media Director Sara Diamond. Artist Golan Levin
> opened the session with his view that immersive experience "thickens"
> our point of view while he showed examples of his collaborative work,
> "The Secret Life of Numbers", as well as previews of his new
> graphical vocalization project, "Mesa Di Vocce". Looking at voice
> translation from text to speech over networks, installation artist
> Susan Collins described her "In Conversation", which featured a
> net-connected mouth projected onto the pavement of a busy sidewalk,
> as an open system where the street meets the public space of the
> network. Her most recent work on the "Tate in Space" project
> amplified this belief that new contexts for artistic mediation add
> dimensionality to interactive work. Finally, Selectparks' Julian
> Oliver described his work in building custom game engines and levels
> that exist both as virtual prosthetics to existing architectures as
> well as provide social dimensions to games by associating them with
> real locations.
>
> Examining the social ecologies and matrices of interactive art,
> another panel featured speakers interested in representation of space
> and experience within distinct situations. FoAm, represented by Nat
> Muller, explained the contextual theory behind their "TxOom" project
> - a collaborative performance held inside an old hippodrome in Great
> Yarmouth. Peter Higgins of London's Land Design Studio, explained how
> creating projects for public spaces often determines the range and
> durability of the piece, while Tobi Schneidler's presentation on the
> Remote Home (remotehome.org) was a closer look at the implications of
> interactivity within the private context of networked living spaces.
> Finally, Natalie Bookchin and Jacqueline Stevens presented their
> outline for "Citizen's Dillema", a rule-based political foray into
> multi-player online games where citizens are given voting rights to
> configure the world. All of these works addressed context, without
> which most lose meaning, a danger that digital art often falls victim.
>
> Rounding out the conference, day three took visitors to the London
> Science Museum where discussions centered on the collective conscious
> of everyday life in networks and communication medium. The opening
> presentation was given by a Macintosh II computer's text to speech
> interpreter while Arthur Elsenaar sat still with electrodes connected
> to his face. By sending electrical pulses to his cheeks, the computer
> could theoretically control his facial expressions. Juxtaposing this
> idea of computer mediated emotion to siphoning human emotion through
> connected, abstract objects, was the Faraway Project's use of
> connection relationships to illustrate methods of intimate distant
> interaction. Lastly, Anthony Burrill of friendchip.com, added some
> non-sequitor examples of how simple models of complex systems can be
> emotional when he played a spliced and note separated version of "Hey
> Mickey".
>
> As User_Mode concluded, it became clear that the true value of
> emotional connections with technology and interface is whatever
> personal experiences can be brought to the surface through this
> interaction. User_Mode represented a collection of innovative
> cross-disciplinary speakers attempting to answer the fundamental
> question of whether or not technology exists to improve the overall
> quality of life. Fundamental questions still remain for debate such
> as: How do we connect human experience to technology? How do social,
> cultural, geographical, individual and global differences affect how
> we interact emotionally with each other ,the technology we use, and
> our everyday experience? Can the technological artist be an important
> instigator in this debate? We may never agree, but ultimately, events
> like User_Mode help to establish discourse that attempts to include
> all disciplines by deconstructing cultural production into its most
> basic forms.
>
> -Jonah Brucker-Cohen ([email protected])
>

o
/^ rssgallery.com
][

, Jess Loseby

As User_Mode concluded,, it became clear
emotional connections with technology and interface is
whatever
User_Mode represented
a collection of
innovative
cross-disciplinary speakers still remain human
social,
individual and global
we interact emotionally with each other ,the technology we
use, and
our everyday experience
Can the technological artist be an
important
? We may never but
ultimately, events
like User_Mode deconstruct production


> Report from User_Mode
> Emotion and Intuition in Art and Design Symposium
> May 9-11, 2003
> Tate Modern & London Science Museum, London, UK
> http://www.usermode.net
>
> By Jonah Brucker-Cohen ([email protected])
>
> Set in the blood red upholstered venue of the Tate Modern's Starr
> auditorium and amid the futuristic light-arrays of the London Science
> Museum's Wellcome Wing, the 3-day User_Mode conference on emotion and
> intuition in art and design kicked off with a wide array of over 30
> speakers spanning disciplines in art, design, textiles, fashion,
> research, science, and even osmology. The event's theme centered on
> how emotional design and aesthetics intersect digital art practice
> and covered everything from audience engagement, subjectivity and
> interactive experience, immersion, social ecology, and shared
> communication systems over distance. Despite the looming threat of
> information overload, the event turned out to be both entertaining,
> provocative, and despite a few lapses of focus along panels, created
> a positive forum for active discussions to occur.
>
> The opening panel, "Poetics and the Spectacle" began with chair,
> David Ross' (Beacon Cultural Project), opening address on the history
> of art practice and his belief that despite technological changes in
> expressive forms, all art engenders interactive traits. He seemed
> adamant about the aging view that designates the artist's role into
> one that changes experience into moments of "sublime intimacy" and
> that available technology is less important than the time period in
> which art exists and reflects upon. Of the presenters, artist Simon
> Biggs, who presented Babel, a browser for navigating the Internet
> using the Dewey decimal system, favored the term "reader" over "user"
> to explain the process of interaction with his work. This approach
> was telling when fellow panelist, Masaki Fujihata (Japan) described
> his most recent "Field:Work" GPS video mapping project, as a method
> of showing how multiple perspectives in location-based systems
> creates a greater sense of individual appreciation and understanding
> of the work. According to Fujihata, it's not enough to experience the
> work from outside, but to also gain new perspectives within. Fujihata
> proved this best when he placed five apples on the lectern as a
> metaphor for describing abstraction using real objects.
>
> Focusing on the internal nature of "Interactivity & Subjectivity",
> the next panel lead by Irene McAra-McWilliam (IA/RCA), spoke about
> how the depth of human memory relies on our ability to both to store
> and forget information and how this relates to the design of future
> human/machine interfaces. Taking no prisoners, RCA researcher,
> Brendan Walker gave a sermon-like speech into the phenomenology of
> "thrill", examining both the ethnographic question of cultural
> dependence on high-risk interfaces and addiction to integrating a
> "thrill" quotient into our everyday lives to escape personal
> realities. Afterwards, artist Stuart Jones instigated discussion when
> he postulated that interactive systems might lose their authorship to
> audiences, and that "users" end up being puppets of the author's
> predetermined system. This relationship seems to be constantly
> changing as artists focus on generative systems of interaction where
> the experience itself shifts along with the content of the
> interaction.
>
> The opening day's final panel explored sensory experience and the
> body. Speakers included Crispin Jones' pain-based fortuneteller table
> to Jenny Tillotson and George Dodd's smell-based wearables featuring
> a model walking around the stage with activated shoes and perfume
> emitting garments. When Dodd gleefully exclaimed, "We are surrounded
> by smells", chuckles filled the auditorium, but his focus was more on
> how adding a sense of smell to digital interfaces can augment our
> emotional attachment to machines and seemingly banal interactions.
>
> After a long night, and little sleep, day two began on a charged note
> with the "Aesthetics" panel which I was lucky enough to participate
> in along with fellow panelists Joshua Davis and Lev Manovich. Lev
> opened the panel with a humorous and extensive slide show of objects
> of representation such as the classic Mac SE and industrial machinery
> that signify fundamental shifts in artistic representation through
> the last century. In contrast, Davis began with a video of his
> self-blinding food coloring antics to illustrate the beauty of
> unexpected outcomes and went on to describe his forays into
> generative Flash animation systems that create unique outputs based
> on simple rule sets. My talk focused on how physical networks exploit
> conventional connectivity cliches and covered some of my recent
> projects including Desktop Subversibles, which looks at shifting
> normal desktop relationships by networking everyday activities like
> copy/paste and mouse movements.
>
> Delving deeper into concepts of data visualization and sonification
> of virtual environments was the "Immersion and Self" panel, led by
> Banff Centre's New Media Director Sara Diamond. Artist Golan Levin
> opened the session with his view that immersive experience "thickens"
> our point of view while he showed examples of his collaborative work,
> "The Secret Life of Numbers", as well as previews of his new
> graphical vocalization project, "Mesa Di Vocce". Looking at voice
> translation from text to speech over networks, installation artist
> Susan Collins described her "In Conversation", which featured a
> net-connected mouth projected onto the pavement of a busy sidewalk,
> as an open system where the street meets the public space of the
> network. Her most recent work on the "Tate in Space" project
> amplified this belief that new contexts for artistic mediation add
> dimensionality to interactive work. Finally, Selectparks' Julian
> Oliver described his work in building custom game engines and levels
> that exist both as virtual prosthetics to existing architectures as
> well as provide social dimensions to games by associating them with
> real locations.
>
> Examining the social ecologies and matrices of interactive art,
> another panel featured speakers interested in representation of space
> and experience within distinct situations. FoAm, represented by Nat
> Muller, explained the contextual theory behind their "TxOom" project
> - a collaborative performance held inside an old hippodrome in Great
> Yarmouth. Peter Higgins of London's Land Design Studio, explained how
> creating projects for public spaces often determines the range and
> durability of the piece, while Tobi Schneidler's presentation on the
> Remote Home (remotehome.org) was a closer look at the implications of
> interactivity within the private context of networked living spaces.
> Finally, Natalie Bookchin and Jacqueline Stevens presented their
> outline for "Citizen's Dillema", a rule-based political foray into
> multi-player online games where citizens are given voting rights to
> configure the world. All of these works addressed context, without
> which most lose meaning, a danger that digital art often falls victim.
>
> Rounding out the conference, day three took visitors to the London
> Science Museum where discussions centered on the collective conscious
> of everyday life in networks and communication medium. The opening
> presentation was given by a Macintosh II computer's text to speech
> interpreter while Arthur Elsenaar sat still with electrodes connected
> to his face. By sending electrical pulses to his cheeks, the computer
> could theoretically control his facial expressions. Juxtaposing this
> idea of computer mediated emotion to siphoning human emotion through
> connected, abstract objects, was the Faraway Project's use of
> connection relationships to illustrate methods of intimate distant
> interaction. Lastly, Anthony Burrill of friendchip.com, added some
> non-sequitor examples of how simple models of complex systems can be
> emotional when he played a spliced and note separated version of "Hey
> Mickey".
>
> As User_Mode concluded, it became clear that the true value of
> emotional connections with technology and interface is whatever
> personal experiences can be brought to the surface through this
> interaction. User_Mode represented a collection of innovative
> cross-disciplinary speakers attempting to answer the fundamental
> question of whether or not technology exists to improve the overall
> quality of life. Fundamental questions still remain for debate such
> as: How do we connect human experience to technology? How do social,
> cultural, geographical, individual and global differences affect how
> we interact emotionally with each other ,the technology we use, and
> our everyday experience? Can the technological artist be an important
> instigator in this debate? We may never agree, but ultimately, events
> like User_Mode help to establish discourse that attempts to include
> all disciplines by deconstructing cultural production into its most
> basic forms.
>
> -Jonah Brucker-Cohen ([email protected])
>

o
/^ rssgallery.com
][