21. Computer Lib
/Dream Machines
1974
This is the flip side of Computer Lib.
(Feel free to begin here. The other side is just if you want
to know more about computers, which are changeable
devices for twiddling symbols. Otherwise skip it.)
(But if you change your mind it might be fun to browse.)
In a sense, the other side has been a come-on for this side.
But it’s an honest come-on: I figure the more you know, the
readier you’ll be for what I’m saying here. Not necessarily to
agree or to be “sold,” but to think about it in the non-simple
terms that are going to be necessary.
The material here has been chosen largely for its
exhilarating and inspirational character. No matter what
your background or technical knowledge, you’ll be able to
understand some of this, and not be able to understand
some of the rest. That’s partly from the hasty preparation of
this book, and partly from the variety of interests I’m trying
to comprise here. I want to present various dreams and their
resulting dream machines, all legitimate.
If the computer is a projective system, or Rorschach
inkblot, as alleged on the other side, the
real projective
systems—the ones with projectors in them—are all the
more so. The things people try to do with movies, TV and
the more glamorous uses of the computer, whereby it makes
pictures on screens—are strange inversions and foldovers of
the rest of the mind and heart. That’s the peculiar origami of
the self.
Very well. This book—this side, Dream Machines—is
meant to let you see the choice of dreams. Noting that every
company and university
seems to insist that its
system is the wave of the
future, I think it is more
important than ever to
have the alternatives
spread out clearly.
But the “experts” are
not going to be much
help; they are part of the
problem. On both sides,
the academic and the
industrial, they are being
painfully pontifical and
bombastic in the jarring
new jargons. Little clarity is spread by this. Few things are
funnier than the pretensions of those who profess to dignity,
sobriety and professionalism of their expert predictions—
especially when they, too, are pouring out their own personal
views under the guise of technicality. Most people don’t
dream of what’s going to hit the fan. And the computer and
electronics people are like generals preparing for the last war.
Frankly, I think it’s an outrage making it look as if there’s
any kind of scientific basis to these things; there is an
underlevel of technicality, but like the foundations of a
cathedral, it serves only to support what rises from it. THE
TECHNICALITIES MATTER A LOT, BUT THE UNIFYING
VISION MATTERS MORE.
This book has several simultaneous intentions: to orient
the beginner in fields more complex and tied together than
almost anybody realizes; nevertheless, to partially debunk
several realms of expertise which I think deserve slightly less
305
;
“Computers are catching hell from growing multitudes who
see them uniformly as the tools of the regulation and
suffocation of all things warm, moist, and human. The
charges, of course, are not totally unfounded, but in their
most sweeping form they are ineffective and therefore
actually an acquiescence to the dehumanization which they
decry. We clearly need a much more discerning evaluation in
order to clarify the ethics of various roles of machines in
human affairs.”
Ken Knowlton in “Collaborations with Artists—a
Programmer’s Reflections,” in Nake & Rosenfeld, eds.,
Graphic Languages (North-Holland Pub. Co.), p. 399.
the
NEWMEDIA
READER
attention than they get; and to chart the right way, which I
think uniquely continues the Western traditions of literature,
scholarship and freedom. In this respect the book is much
more old-fashioned than it may seem at the gee-whiz, very-
now level.
The main ideas of this book I present not as my own, but
as a curious species of revealed truth. It has all been obvious
to me for some time, and I believe it should be obvious as
well to anyone who has not been blinded by education. If you
understand the problems of creative thinking and organizing
ideas, if you have seen the bad things school so often does to
people, if you understand the sociology of the intellectual
world, and have ever loved a machine, then this book says
nothing you do not know already.
For every dream, many details and intricacies have to be
whittled and interlocked. Their joint ramifications must be
deeply understood by the person who is trying to create
whatever-it-is. Each confabulation of possibilities turns out
to have the most intricate and exactly detailed results. (This
is why I am so irritated by those who think “electronic media”
are all alike.)
And each possible combination you choose has different
precise structures implicit in it, arrangements and units
which flow from these ramified details. Implicit in Radio lurk
the Time Slot and the Program. But many of these
possibilities remain unnoticed or unseen, for a variety of
social or economic reasons.
Why does it matter?
It matters because we live in media, as fish live in water.
(Many people are prisoners of the media, many are
manipulators, and many want to use them to communicate
artistic visions.)
But today, at this moment, we can and must design the
media, design the molecules of our new water, and I believe
the details of this design matter very deeply. They will be
with us for a very long time, perhaps as long as man has left;
perhaps if they are as good as they can be, man may even buy
more time—or the open-ended future most suppose
remains.
So in these pages I hope to orient you somewhat to
various of the proposed dreams. This is meant also to record
the efforts of a few Brewster McClouds, each tinkering
toward some new flight of fancy in his own sensoarium.
But bear in mind that hard-edged fantasy is the corner of
tomorrow. The great American dream often becomes the
great American novelty. After which it’s a choice of style, size
and financing plan.
The most exciting things here are those that involve
computers: notably, because computers will be embraced in
every presentational medium and thoughtful medium very
soon.
That’s why this side is wedded to the other: if you want to
understand computers, you can take the first step by turning
the book over. I figure that the more you know about
computers—especially about minicomputers and the way
on-line systems can respond to our slightest acts—the better
your imagination can flow between the technicalities, can
slide the parts together, can discern the shapes of what you
would have these things do. The computer is not a limitless
partner, but it is deeply versatile; to work with it we must
understand what it can do, the options and the costs.
My special concern, all too tightly framed here, is the use
of computers to help people write, think and show. But I
think presentation by computer is a branch of show biz and
writing, not of psychology, engineering or pedagogy. This
would be idle disputation if it did not have far-reaching
consequences for the designs of the systems we are all going
to have to live with. At worst, I fear these may lock us in; at
best, I hope they can further the individualistic traditions of
literature, film and scholarship. But we must create our brave
new worlds with art, zest, intelligence, and the highest
possible ideals.
I have not mentioned the emotions. Movies and books,
music and even architecture have for all of us been part of
important emotional moments. The same is going to happen
with the new media. To work at a highly responsive
computer display screen, for instance, can be deeply exciting,
like flying an airplane through a canyon, or talking to
somebody brilliant. This is as it should be. (“The reason is,
and by rights ought to be, slave to the emotions.”—Bertrand
Russell.)
In the design of our future media and systems, we should
not shrink from this emotional aspect as a legitimate part of
our fantic (see p. 317) design. The substratum of
technicalities and the mind-bending, gut-slamming effects
they produce, are two sides of the same coin; and to
understand the one is not necessarily to be alienated from
the other.
Thus it is for the Wholiness of the human spirit, that we
must design.
21. Computer Lib
/Dream Machines
306