From Voice ~ Topics: criticism, experience design, lifestyle, media

Smoke Screens

Paying a visit to the towering, bloodcurdling Tyrannosaurus Rex skeleton at the American Museum of Natural History remains a time-honored grade-school tradition. The first glimpse of that huge skull with steak-knife-sized teeth has seared itself indelibly into the memory banks of generations of thrilled children. With the addition of video displays to the Fossil Halls, though, poor old T. Rex loses top billing. Seemingly shoved to the side, he’s become little more than a stage prop. Instead, children race to and cluster around the computer screens for virtual representations, poking at keys and fighting over the trackball, oblivious to the mighty remnants of a vanished world all around them. It’s as if they don’t trust their own powers of observation; the packaged electronic images are far more authentic to them. The universe is now an alluring array of pixels, quickly becoming more important than molecules. And this phenomenon is not exclusive to dinosaurs or to children: We’ve all had the familiar experience of taking so many pictures on vacation or spending so much time shooting video at a party that afterwards it seems as if we hadn’t really been there. The screen lets us distance ourselves and become observers instead of participants. Composing the real into its representation supersedes enjoying it on its own terms.

T. Rex skeleton at the American Museum of Natural History in 1937 (left) and 2008 (right, photo: dinogirl/Flickr).

For designers, whose imagination and expertise allow screens to work their magic, this is both good and bad news. We might ask ourselves: is incorporating a video component into a project going to add another layer to a viewer’s understanding, or is it only going to function as a visual magnet drawing a disproportionate share of attention? “Pixel dependent” used to refer specifically to software that uses screen pixels rather than vectors to create an image, but increasingly the term describes our daily lives. From the constant companionship of personal hand-held screens to the little TV screen in every new building’s elevator or the annoying screen in the back of taxicabs (which, thankfully, you can turn off), screens are commonplace furniture of the modern designed environment.

Fans watch concerts through their small screens: at a RZA as Bobby Digital show (top, photo: Aram Bartholl) and Busta Rhymes in Berlin (photo: svenwerk/Flickr).

To be sure, screens represent an exciting frontier in today’s ever-expanding multimedia design arena. They allow designers to explore narrative, type, image, color, and time in ways never before imagined. Many of us take for granted the ability to create, share, and watch very brief movies from very tiny mobile screens. The development of electronic ink means that soon a screen can be printed on any flat surface, opening up even more possibilities of format, context and function. Multimedia elements can contribute additional richness to exhibits or performances and provide a viewer with insight that can’t be gained through real-world observation. Watching footage of the artist slinging enamel onto canvas brings Jackson Pollack’s action-painting process vividly to life. And subtitled simultaneous broadcasts of opera performances projected on monitors offer translations to patrons of the arts so they can more fully appreciate the story unfolding before them. The screens flanking a concert stage could almost be considered the modern-day equivalent of opera glasses, by bringing the scenes closer to the audience instead of the other way around. Even live sporting events like the Super Bowl are arguably better experienced on screens.

All too often, however, screen images divert attention from the very things they show us. Would you pay $250 for a seat at Giants Stadium to ignore the Rolling Stones onstage? Put that way, it seems ludicrous, yet that is exactly what many fans do: go to a concert and spend the entire event with their eyes glued to the Jumbotron. When the show is concurrently playing on a monitor, everyone unable to resist the lure of the screen sees exactly the same thing—framed, presented and served up on a platter. And we’re so used to those screens that most of us eventually give in to them, exhausted by the continual effort needed to look away.

Hot apps: Virtual Zippo Lighter (left) and iFlame for iPhone.

Weirdest of all is what happens when the (real) band walks off and the audience wants an encore. No one carries cigarette lighters anymore, since the advent of near-universal bans on public smoking. Instead, fans cue up images of waving flames on their thousands of iPhones and hold these cold pixel fires up to the now-blank stadium screen (or, more likely, the screen that now blasts advertising for Bud Light), creating a poignant postmodern scene that definitely loses something in translation. Fire burns hot, after all, but no one gets scorched with an iZippo.

Years ago a well-meaning relative gave my toddler a kid’s computer program by a company disturbingly named Comfy. Its “Joy of Music” game features Boom-Boom the drum, or rather a screen image of a drum and drumsticks. By learning to manipulate the special Comfy keyboard, a child can “play” the “drum.” I found this inexplicable. Parental headaches notwithstanding, isn’t it better to buy a real drum and let the kid whale on it? Drumming is a physical as well as a musical experience, and like so many other parts of life is better when it’s not pixel dependent.

As long as screens perform a unique function by giving us something we can’t get from our 3-D world (think of the alternate universes found in video games, where we can fly and battle and drive cars all over the sidewalk without feeling pain or dying), we’re safe. When a screen representation feels realer than real, we find ourselves in some scary territory. In our day and age, the image—less risky, more convenient, for sale, downloadable, and deletable—is often preferable to the real thing. Now there’s a bloodcurdling thought.


About the Author: Angela Riechers is a first year MFA student in the new Design Criticism program at the School of Visual Arts, in New York. Previously, she was art director of Home Magazine and taught undergraduate graphic design at SVA and The City College of New York.

  1. link to this comment by eddie black Wed Feb 11, 2009

    An amazing phenomena of our times is that real experiences seem to have vanished in place of a pixelated life. We do seem to spend more time capturing and recording our lives than actually living them. Oddly enough, so much of this recorded material is inane stuff like, "I'm waiting in line for a coffee at Starbucks."

    But then, this digital life is so much easier. Why spend years learning to play an instrument when you can just buy a game and be a rock star right now.

  2. link to this comment by Russell Wed Feb 11, 2009

    Very interesting observations. I was astonished when cliched on the "eyes glued to the Jumbotron" link to find a video of a jumbotron image of the Rolling Stones in concert posted on Flicker, does it get any more meta than that.

  3. link to this comment by Gabe Weinberg Wed Feb 11, 2009

    I saw trumpet playing software at the store that measures how well you hit the notes.

    I thought it was odd when I saw that. After this article, I don't know anymore.

    It feels odd in a different way now.

  4. link to this comment by Lex Fri Feb 13, 2009

    Journals used to be raw personal records of your thoughts and actions throughout your life with the intension of privacy but, today online journals a.k.a. “blogs” are a way to show people what you’ve done – not so personal anymore. When journals become a showcase of your life, rather a record of it your thoughts are edited because now it’s public media and no one wants to look bad in the public eye. “Blogs” are a way to show off your life, to let others see what you’ve done and where you’ve been, your own personal tabloid. Having fun no longer entails having fun, you become enthralled in documenting the event, getting the right picture, writing down the witty comments of your friends, and capturing the whole scene that you often become detached, acting as observer rather than participant.

    Acting as your own editor and creative director can be very time consuming, so it should come as no surprise that even at a live event, instead of looking at the excitement, people would rather have it served up on a jumbo silver-screen platter – and then take a snapshot of that jumbo screen to show others they were there.

  5. link to this comment by Laura Lynn Fri Feb 13, 2009

    Very insightful. Looking at the photos in the article (of people taking pictures with digital cameras) made me think about how no one looks through a camera's viewfinder when snapping a photo anymore. Digital screens on the backs of cameras have made it easier to distance ourselves from our subjects. I just noticed that my camera doesn't even have a viewfinder!

  6. link to this comment by CL Mann Mon Feb 16, 2009

    Beautifully expressed and chillingly accurate. May this message be a wake-up call to those who have ears to hear--and eyes to see.

  7. link to this comment by aWo Tue Feb 17, 2009

    scary insight into our world today, rapid advancement in technology seems to be creating a shallow world filled with shallow minded people. In an effort to bring us closer to the 'experience' now it looks like more harm is being done than good

  8. link to this comment by earl Thu Feb 19, 2009

    Excellent article. I might also add that the video gaming industry is also now firmly entrenched in the lives of recent generations, which has offerings that include entire pixel worlds into people can disappear and never return from. It's not the virtual reality they promised us on TV in the 90's, but it's a chilling enough approximation. Not to knock any of the creativity and talent that certainly goes into many of these games, but there's something deeply wrong when you prefer to take a walk in the woods on your PC instead of in the park or backyard.

  9. link to this comment by Flo Fri Feb 20, 2009

    Interesting and insightful. On the topic of sports, this year's Superbowl included a player running down the field to score a touchdown while simutaneously watching himself on the big stadium screen. Strange.

  10. link to this comment by Odzyskiwanie Danych Thu Feb 26, 2009

    The onion showed this aspect perfectly in their "world of world of warcraft" video. It showed a new game that's let you play as someone playing WOW. It was parody of course but it seems kinda possible that something similar would find a place on the market. Just like the sims - live the life of virtual people instead of leaving your computer screen and living your own. It's ridiculous.

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