Gummy World: Thoughts on the Graphical User Interface
Article by
Ellen LuptonJuly 16, 2004.
The world can be divided into two basic categories: people who like
chocolate, and people who like gummies. Chocolate is serious, sexy,
and secretive. Gummies are fruity, cheerful, and transparent.
Whereas chocolates are often shaped as simple cubes, bars, and
domes, gummies masquerade as worms, sharks, strawberries, coke
bottles, teddy bears, cartoon characters, and more. Gummies promise
a bright world of postmodern illusion, while chocolates imply a
dark modernist sublime.
It looks like the gummy people were behind the visual design of
Apple's OSX. In place of the flat, pixel-based icons of Apple's
old-school interface, our screens now quiver with translucent, 3-d
blobs. Prone to technological inertia myself, I have delayed my own
switch to OSX for as long as possible. Finally, this spring, I
converted my laptop to OSX, while keeping my basic workstation
lodged in the static comforts of OS9.
The old-school desktop doesn't pretend to be real; it is a metaphor
for a desktop that pays a knowing nod to the banality of the
workplace. The original trash can, for example, has a sense of
humor (it is obviously and unapologetically a symbol of a garbage
bin, not a “real” one). In contrast, the updated dock features a
photographically rendered wastebasket, straight out of the Office
Depot catalogue. (Someone should ask Karim Rashid to design a gummy
one.) In place of the tiny, turning watch that tells you to wait in
OS9, we get a happy pinwheel in OSX that looks like one of those
giant lollipops from the beach or the circus. Everything in Gummy
World (even waiting) is supposed to be fun.
The gummies in the dock are so eager to please, they move,
twitch, and inflate when your mouse comes near them, pleading for
attention like girls desperate for a dance. (The old interface
expects the user to make the first move.)
Many of the animated behaviors in Gummy World are quite wonderful,
however. The dialog boxes that “shake their heads” to say “no”
provide an ingenius and unmistakable visual cue, and the way files
minimize into the dock like the silk scarves of a magician is both
poetic and unambiguous.
Gummy World reflects a simulationist point of view, whereas OS9
employs a schematic, abstracted attitude. In the 1960s and 70s,
cultural critics described the rise of a simulationist aesthetic;
they witnessed a mind-numbing “society of spectacle” that was
replacing the intellectual abstractions of modernism. Writers such
as Guy Debord and Jean Baudrillard described simulation as a
semiotic sedative that had replaced the world of direct physical
experience with a dominion of signs.
For many cultural critics and producers in the 1980s and 90s, the
rise of new forms of digital media meant that simulation would
continue to dominate our experience of technology. But whereas
Debord and Baudrillard viewed simulation through a dark and
distopian lense, a new generation of authors greeted it with
sparkling enthusiasm. For example, Janet Murray's 1997 book
Hamlet on the Holodeck celebrates immersive, hyperreal
simulations (Disney theme park rides) as the triumph of simulation
and the pinnacle of artistic achievement, where spectators suspend
disbelief and lose themselves in a fantasy world of ersatz
sensations.
The juicy, bulbous icons of Gummy World aspire to postmodern
artifice and illusion, in contrast with the flat and obvious
bitmaps of OS9, which, like modern works of painting, film, or
furniture, call attention to their own concrete constructedness,
announcing their status as human artifacts.
Yet OSX, for all its luminous simulationism, ends up delivering a
transparency of a wholly different order. OSX is the first Apple
operating system to be based on Unix, a more or less “open source”
code that can be explored and modified by a user equipped with
sufficient skill (and inclination) to do so. Such users choose to
bypass Gummy World altogether and speak directly in the language of
the Machine, peeling away the illusionistic skin of the desktop to
reveal a command-line architecture as transparent as a Calatrava
bridge.
As my colleague Yoram Chisik explains it, “There is a cultural
divide between those who cherish their knowledge of arcane commands
and those who just want their computers to be obvious so they can
figure out stuff without having to bang their heads against the
wall.” Regardless of the style of its icons (abstracted or
illusionistic, static or animated), any icon-based desktop
interface hides the structural language of the machine. In terms of
surface aesthetics, OSX simply amplifies a narrative that was set
into motion by the early GUIs and became the basis of the Apple
interface (and was then imitated by Windows).
Does the “improvement” of digital media necessarily mean the
pursuit of increasing levels of realism, with ever-mounting levels
of detail and ever more complete and exagerrated spectacles? Making
things more bright, shiny, and animated does not necessarily make
them better, but giving them new structural intelligence and
transparency does. Art and design can trigger mental images as well
as retinal ones, critical ideas as well as special effects. The
designer often acts as an editor, choosing what not to say and what
not to show.
Myself, I'm not ready for command-line communication with my Mac. I
still do love chocolate, but I am also learning to crave the
sweet-and-sour sensibility of Gummy World.
Bibliography
On the critique of simulation, see Guy Debord, Society of the
Spectacle (Detroit: Black and Red, 1983); and Jean
Baudrillard, “Simulacra and Simulations,” in Jean Baudrillard:
Selected Writings, Mark Poster, ed. (Stanford: Stanford
University Press, 1988), 166-84. On digital media, see Janet
Murray, Hamlet on the Holodeck: The Future of Narrative in
Cyberspace (Cambridge: MIT Press, 1997). On the evolution of
the GUI, see Sherry Turkle, Life on the Screen (New York:
Simon and Schuster, 1997). Special thanks to Yoram Chisik.