INTRA-FACE

I am writing this piece using a custom interface which requires me to interact with my computer using six buttons made of play-dough in lieu of the touchpad and keyboard. I was prompted to explore alternative interfaces after last week’s brief discussion of my virtual world walks, where it was mentioned that the computer may serve as a bodily extension into a virtual world rather than an interface between a physical and digital body. The idea of technology as somatic extension has roots in McLuhan’s (1966) media theory, and has been deployed more recently by scholars such as Ek (2012), who described mobile devices as an “extra organ” (p. 40) allowing the body to extend its sensory place-making practices beyond the immediate physical locality.

However, artist and media theorist Olia Lialina (2012, 2018) has cautioned against rhetorics that diminish the presence and material agency of the interface. (Note: At this point my one hour sensory excursion with the custom interface/intra-face ended. I will not alter the above text written using the interface/intra-face, but from this point forward will be writing using a traditional keyboard and touchpad.) Specifically, Lialina (2012) critiqued the shift in language from “interface design” for “users” to “experience design” for “people.” While this language is superficially humanizing, Lialina argued that it reduces the salience of these systems, reducing our critical awareness of them as embodying the intentions of their human designers. For my purposes of exploring alternative interface design as a sensory ethnographic methodology, I would also argue that this discursive frame reduces our sensitivity to interfaces as material agents playing their own part in the intra-actions (Barad, 2003) that humans and digital systems participate in. Lialina (2018) later invoked Bolter and Gromala’s (2006) distinction between “transparent” and “reflective” systems to further illustrate this point. Bolter and Gromala (2006) noted the “traditional view” (p. 376) among designers and engineers that a transparent and seamless computing experience was ideal, and contrasted that with the experimentation done by new media artists, who often devise meaningfully seam-ful, or “reflective,” interactive systems that foreground their presence.

Custom "intra-face," replacing the keyboard and touchpad with six contact points made of play-dough and wired with a MakeyMakey board.
giantjoystick, Mary Flanagan, 2006.

Bolter and Gromala described Kathleen Brandt’s (2000) Exclusion Zone and Sponge’s T-Garden (right) as interactive new media installations that embody reflectivity over transparency as both involve participation with systems that are, by design, far from seamless. When laboriously moving slides one by one to a microscope to read miniature text in Exclusion Zone, or physically navigating a space while wearing one of several restrictive, sensor-equipped costumes in T-Garden, the material conditions of the interactions, and the human choices embedded in them, can’t help but be salient. I would also place Mary Flanagan’s (2006) giantjoystick (left) in this tradition, as it literally magnifies the interface in a way that it can’t help but be acknowledged and, literally, grappled with. My own modest Intra-Face was assembled in the tradition of these works.

T-Garden, Sponge, 2000.

Aubrey Anable (2018), in her chapter “Touching Games,” in Playing with Feeling: Video Games and Affect, wrote on how touchscreens, rather than being a transparent window, function as a haptic point of intimate interaction between human and digital systems that trouble facile binary discourses that designate the screen image of a digital system as just a second-order representation of “deeper and more meaningful system[s]” (p. 46) operating at the level of code. For Anable, the surface is the system-as performed (the system-as-sensible?), or, as she phrases it later in the chapter, “the interface is where it’s at” (p. 59) (this itself is a paraphrase of affect theory Sylvan Tomkins’s “the surface of the skin is where it’s at” (cited in Anable, p. 61)). The print series Touched/Screened by artist Eric Juth (2013) likewise makes sensible the “transparent” screens of mobile devices, both by literally magnifying the smudged, smeared, nicked, and thus highly visible screens, and by the history of touch documented by those smudges, smears, and nicks.

Touched/Screened, Eric Juth, 2013.

I’m also reminded of Barad’s (2003) critique of the constructivist “pronouncements proclaiming that experience or the material world is ‘mediated’ [which] have offered precious little guidance about how to proceed” (p. p. 823). Rather, Barad’s conception of materiality offers a way “to proceed” by centering the phenomenon of the intra-action(s) between the material world, the experiencing subject, and the medium of that experience as material participants within a shared system. In applying this thinking to digital interfaces, the interface of the system doesn’t recede unproblematically as a transparent medium of one’s experience of that system, but rather is a sense-able, agentic participant in that experiencing. Interfaces may even function as “apparatuses,” in Barad’s articulation of the term, “dynamic (re)configurings of the world, specific agential practices/intra-actions/performances” (p. 816) that (co-)produce phenomena. Consequently, this exercise sought to make the interface especially salient, seam-ful, and “reflective” rather than “transparent” (Bolter & Gromala, 2006). Appropriating Barad’s language, I’ve entitled the construction an “intra-face,” acknowledging that it is not simply a medium between two coherent things (the digital and the physical), but a co-constitutive agent participating in phenomena with other agents (broadly, the computer and the human user) within a larger system in which they all act.

My brief experience writing (the introduction to) a paper with this interface surfaced several new sensory and material qualities of computing for me. Small conveniences built into Microsoft Word, such as automatically capitalizing words after periods, became much more significant and appreciated, as did the autocomplete suggestions built into the on-screen keyboard navigated by the interface. With each keypress preceded by a few moments of manipulating buttons to align an onscreen cursor, time became much more salient, and efficiency consequently became a conscious aim. I became more acutely aware of the spatial position of the different elements on the screen by the different haptics of interacting with them. In some cases, the act of moving between multiple virtual keys, using the intra-face, to activate a shortcut was less efficient than navigating to a menu, or right-clicking to bring up a context menu. One larger issue this surfaced was the degree to which such “shortcuts” would be of any use to people with bodies other than those assumed to be the norms by these systems’ designers, which points to some overlap in the artistic experimentation of alternative interfaces and the engineering experimentation in the field of accessibility technology. The fact that this seam-ful "intra-face" elicited a concern for efficiency probably speaks to my own internalized feelings around time and work, as well, feelings inculcated by a variety of social and material factors and experiences. I wonder if extended time using this interface might change my sense of time, alter my priorities, and alleviate this stress, or whether there is a more fundamental or inflexible dispositional difference at play. I'm reminded of Lynda Barry's (2010) anecdote of trying and failing to write a novel for a decade using a word processor, then completing the text in a matter of months by writing it by hand with a paintbrush. This technique was inspired in her by an experience writing a story for a five-year-old who would only give her a single word at a time. What kinds of thought and feeling are activated by being forced to slow down? What kind of (or how extended an) intervention might activate them in me?

I also became more aware of the idiosyncrasy of the layout of the (virtual) keyboard, as I had to drag the single cursor across it from button to button. A traditional physical keyboard layout is designed for a body with two hands and ten fingers to lay across it, though it does contain vestigial idiosyncrasies remaining from the material needs of typewriting and the influence of prior telegraph technology (Stamp, 2013). This design itself becomes vestigial when represented as an on-screen keyboard, manipulated using the intra-face. The arrangement of keys feels arbitrary, and the long horizontal trips from one end of the keyboard to another become very salient. Rather than it being an artifact designed for me, I found myself having to comport myself to the virtual keyboard’s shape in my use of the intra-face. Treading lightly so as not to make a facile analogy between my voluntary use of a different interface, I was reminded of the ways disability is constructed by the affordances and constraints embedded in the designed material world (Garland-Thomson, 2011), and how providing a digital version of a keyboard designed for normate bodies as an accessibility measure might actually be more of a half-measure.

References

Anable, A. (2018). Playing with feelings : Video games and affect. University of Minnesota Press.

Barad, K. (2003). Posthumanist performativity: Toward an understanding of how matter comes to matter. Signs, 28(3), 801-831.

Barry, L. (2010). Picture this. Drawn & Quarterly.

Bolter, J. D. & Gromala, D. (2006). Transparency and reflectivity: Digital art and the aesthetics of interface design. In P. Fishwick (Ed.), Aesthetic computing (pp. 369-382). MIT Press.

Brandt, K. (2000). Exclusion Zone [participatory installation]. https://digitalartarchive.siggraph.org/artwork/kathleen-brandt-exclusion-zone/

Ek, R. (2012). Topologies of human-mobile assemblages. In R. Wilken & G. Goggin (Eds.), Mobile Technology and Place (pp. 39-55). Routledge.

Flanagan, M. (2006). giantjoystick [participatory installation]. https://studio.maryflanagan.com/giantjoystick/

Garland-Thomson, R. (2011). Misfits: A feminist materialist disability concept. Hypatia, 26(3), 591-609.

Juth, E. (2013). Touched/screened [print series]. http://www.ericjuth.com/touchedscreened

Lialina, O. (2012). Turing complete user. http://contemporary-home-computing.org/turing-complete-user/

Lialina, O. (2018). Once again, the doorknob: On affordance, forgiveness and ambiguity in human computer and human robot interaction. http://contemporary-home-computing.org/affordance/

McLuhan, M. (1966). Understanding media: The extensions of man. Signet.

Sponge. (2000). T-Garden. https://digitalartarchive.siggraph.org/artwork/sponge-m3-t-garden/

Stamp, J. (2013, May 3). Fact or fiction? The legend of the QWERTY keyboard. Smithsonian Magazine. https://www.smithsonianmag.com/arts-culture/fact-of-fiction-the-legend-of-the-qwerty-keyboard-49863249/