Unlike other forms of artificial intelligence and machine learning that are used for creative production, female-presenting virtual assistants such as Amazon's Alexa, Apple's Siri, Microsoft's Cortana, and Google Assistant are not designed to be collaborators nor content producers, but rather, to serve as mouthpieces and platforms for others' pre-designated scripts to be performed. This talk examines the gendered design and creative limitations of AI virtual assistants as part of a growing body of studies in the systemic biases of technological design
design
This fun, playful, one-hour workshop is primarily intended for participants who identify as women, femme, nonbinary, trans, and/or queer. However, anyone is welcome to attend. What’s a queer femme aesthetic? I conceptualize it as a hyper-saturated, self-conscious, postmodern, performative femininity. Glitter, sequins, lip gloss, nail polish, dELiA*s magazine, ‘90s neon pink and slime green. Digitally, the queer femme aesthetic was innovated in spaces like Tumblr and MySpace, with tools like Blingee and Angelfire Dollz. Of course, there is no one definition of a queer/femme digital aesthetic, though I’d argue that the nail polish emoji is pretty key! In this workshop, we’ll first explore how and why net artists like Olia Lialina, Marisa Olson, and Momo Pixel break “good design” rules and embrace a Web 1.0 aesthetic. Queer femme internet aesthetics often intentionally subvert minimalist design principles and usability heuristics, making the user aware of the platform/medium rather than concealing it. Building on the “Queer & Femme Digital Literature” panel that I chaired at AWP 2020, featuring Sarah Ciston, Sam Cohen, Kate Durbin, Feliz Lucia Molina, and Sandra Rosales (https://www.awpwriter.org/awp_conference/event_detail/17596), we’ll also discuss these multimedia aesthetics in a literary context. Then, we’ll experience digital femme history and culture firsthand through the embodied limitations and affordances of using web 1.0 technology: participants will make an old-fashioned glitter GIF. Although the 1.0 Blingee aesthetics are echoed in contemporary Instagram and Snapchat stickers, we’ll use one of the “original” platforms, clunky by our current standards, to experience not only the aesthetics but also the tools and techniques inherent to the platform that enabled those aesthetics. Since the Blingee platform, developed in 2006, is no longer functional, we’ll use the open-access platform GlitterPhoto (https://www.glitterphoto.net/), developed in 2003. Finally, we'll share our creations and think together toward queer femme digital aesthetic futures. Participants will need to have access to a web browser (Chrome or Firefox).
The narrative of this digital story is filled with information and siding. By liking information from different fields, scientific or personal, 'Fuora Grenen' illustrates new blind spots in the micro-macro-cosmic perspective.
Denne digitale fortellingens forgreninger gror frem som fra en væskefylt plante, fylt med opplysninger og sidespor. Ved å likestille informasjon fra ulike felt, vitenskaplige eller personlige, belyser 'Fuora Grenen' nye dødvinkler i det mikro-makro-kosmiske perspektiv. (nrk.no)
The installation "Las piedras del camino" is a representation of the landscape walked by Don Quijote in the first part of his journey. We converted literary fragments to rocks by calculating the magnitude of some confusions and mistakes that are narrated in the first part of the novel Don Quijote de la Mancha, written by Miguel de Cervantes. We can now use this rocks to make scultural representations of Don Quijote's landscape through the objectification of his mistakes.
The process
The Spanish version of “stepping twice into the same river” would be "caer dos veces con la misma piedra" (which, literally means “to step twice with the same rock”). In this sentence the word “rock” functions as a sinonym for “mistake” or “error”, so that “to step twice with the same rock” means “to make the same mistake twice”. Considering this, we asked ourselves about the shapes of mistakes. Would it be possible to turn mistakes into visible forms that were recognizable as rocks in a path? To experiment with this, we took the novel Don Quijote de la Mancha, by Miguel de Cervantes, in which the main character is a self proclaimed knight (in a way that totally contradicts the law!) and tries to live all the adventures he had read in cavalry novels. In this process he has many confusions and makes a series of mistakes. We think of these confusions and mistakes as descriptions of the difference between expectations and reality. In other words: we know when Don Quijote is making a mistake because the author of the novel tells us what would have been correct.
For example, Cervantes tells us that there are windmills close to the path that Don Quijote and Sancho Panza are following (this would be considered as a correct description of reality or, at least, an expectation of what would reality be) and then the same author explains that Don Quijote is seeing giants instead of windmills and attacks them (this would be considered as a description of the confusion or what Don Quijote did in reality, against all expectations). In this example, the confusion is based on the difference between windmills and giants. At this point, we asked ourselves whether it would be possible to calculate this difference by means of substraction. So we invented a code: each letter of the alphabet would correspond to a number. "A" would correspond to "1", "B" to "2", "C" to "3"... and so on. By having this code, we could convert words into numbers and then substract, for example, "giants" to "windmills", so that we could know the difference between one and the other. First, we would substract "G" (7) to "W" (23). That would be: 23 - 7 = 16. Following this logic, the difference between "windmills" and "giants" would be the series of numbers: 16, 0, 13, 10, 7, 10, 0, 0, 0.We then selected 10 mistakes or confusions that characterize the first part of Don Quijote's journey and calculated all the substractions. We got 10 different series of numbers. Their longitudes depended on the longitude of the textual description of the mistake or confusion.
Then, we used these series of numbers to design shapes. How did we do that? We considered the sphere as a perfect shape because the distance between its center and all its ends is always the same. So we used the series of numbers that we got from substracting expectations to reality to determinate the very different distances from a point, which would be the center, to diverse ends (depending on the longitude of the series). We called these shapes "rocks" and each of these corresponds to a Don Quijote's mistake or confusion, as if these had been translated or converted to rocks with which the spanish knight stepped.
We considered the sphere as a perfect shape because the distance between its center and all its ends is always the same.
Metainterface is about interface aesthetics and culture, and as an analytical strategy, it focuses on the tendency in art that reflects the contemporary interface; that is, on readings of artworks. In this sense, it presents contemporary art works, but it also reflects on the current challenges of contemporary interface culture in a situation where the computer’s interface seemingly both becomes omnipresent and invisible; where it at once is embedded in everyday objects and characterised by hidden exchanges of information between objects; or, what it conceptualizes as a metainterface. By bringing the tendency in artworks forward, the book aims to demonstrate how certain critical interfaces have an ability to reflect the deeper fissures within new technologies and the production of the work of art itself; an ability to show us an interface, after the interface has seemingly disappeared into ‘smart’ futures and new promises of anticipation, participation, and emancipation.
In collecting essays for ebrs 6 and 7, the editors sought work that would not only talk about image and narrative theory in the networked environment; we wanted essays with design elements in their very construction. The essays were presented in the context of Anne Burdick’s first integral design for the journal itself, ebr version 2.0.
(Source: ebr)
Katherine Acheson’s free-standing hypertext demonstrates how design can reinforce what’s said, offer a counterpoint, and, occasionally, convey a critique of the critic.
(source: http://electronicbookreview.com/thread/criticalecologies/illuminated)
How to design an open access journal that could enhance, at the same level of expectations, classical academic and scientific articles as well as digital artistic artworks? What kind of expectations should it meet in order to feel the needs of such mixed editorial production? How could it respond to the specific needs of both types of works? (…) Based on two enquiries that we realized among the Electronic Literature Organization community, we will present a first state of the art on the design of scientific & artistic publication on digital and hybrid journals. We will be focusing on examples of technical solutions (printed journals with online complements, Web platforms, online and printable PDF, enhanced ebooks), and analyse the ‘horizon of expectation’ (Jauss) built by each model and the reader-type expected.
(Source: Author's abstract at ICDMT 2016)
Tiltfactor is delighted to be able to share some design methods with the public. Developed as part of the Values at Play project, the Grow-A-Game cards are widely in use in both K-12 and University classrooms. Using Grow-A-Game, groups of people brainstorm novel game ideas wich prioritize human values. While no prior game design experience is necessary, both experienced designers and those new to the field will have fun making games. In response to consumer demand, our team has created three distinct sets of the cards, with each version designed specifically to meet the needs of a particular user group. Apprentice, designed for 10+ beginners, as well as educators to use in classrooms and after school programs, focusing on digital game examples; Classic, designed for general users or those without much experience with digital games who are interested in exploring values-conscious design; Expert, geared toward advanced students for expert designers. This version is intended to complement more conventional brainstorming methods and without example games to modify. (Source: http://www.tiltfactor.org/game/grow-a-game/)
Vancouver
Canada
ISEA2015’s theme of DISRUPTION invites a conversation about the aesthetics of change, renewal, and game-changing paradigms. We look to raw bursts of energy, reconciliation, error, and the destructive and creative forces of the new. Disruption contains both blue sky and black smoke. When we speak of radical emergence we must also address things left behind. Disruption is both incremental and monumental.
In practices ranging from hacking and detournement to inversions of place, time, and intention, creative work across disciplines constantly finds ways to rethink or reconsider form, function, context, body, network, and culture. Artists push, shape, break; designers reinvent and overturn; scientists challenge, disprove and re-state; technologists hack and subvert to rebuild.
Disruption and rupture are fundamental to digital aesthetics. Instantiations of the digital realm continue to proliferate in contemporary culture, allowing us to observe ever-broader consequences of these effects and the aesthetic, functional, social and political possibilities that arise from them.
Within this theme, we want to investigate trends in digital and internet aesthetics and revive exchange across disciplines. We hope to broaden the spheres in which disruptive aesthetics can be explored, crossing into the worlds of science, technology, design, visual art, contemporary and media art, innovation, performance, and sound.
(Source: http://isea2015.org/about/theme/)