Lev Manovich on Mon, 28 Nov 2005 23:03:07 +0100 (CET) |
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<nettime> We Have Never Been Modular |
Lev Manovich We Have Never Been Modular -------------------------------------------------------- [ note: the definitions of terms which appear in quotes in this text are from en.wikipedia.org ] Thanks to everybody who commented on my text "Remix and Remixability" (November 16, 2005). It was provoked by reading about web 2.0 and all the exitement and hype (as always) around it, so indeed I am "following the mainstream view" in certain ways. But I would like to make it clear that ultimately we are talking about something which does not just apply to RSS, social bookmarking, or Web Services. We are talking about the logic of modularity which extends beoynd the Web and digital culture. Modularity has been the key principle of modern mass production. Mass production is possible because of the standarisation of parts and how they fit with each other - i.e. modularity. Although there are historical precedents for mass production, until twentieth cenrtuy they have separate histroical cases. But soon after Ford installs first moving assembly lines at his factory in 1913, others follow, and soon modularity permuates most areas of modern society. ("An assembly line is a manufacturing process in which interchangeable parts are added to a product in a sequential manner to create an end product.") Most products we use are mass produced, which means they are modular, i.e. they consist from standardised mass produced parts which fit together in standardised way. Moderns also applied modulary principle outside of factory. For instance, already in 1932 -- longe before IKEA and Logo sets -- belgian designer Louis Herman De Kornick developed first modular furniture suitable for smaller council flats being built at the time. Today we are still leaving in an era of mass production and mass modularity, and globalisation and outsourcing only strengthen this logic. One commonly evoked characteristic of globalisation is greater connnectivity -- places, systems, countries, organisations etc, becomig connected in more and more ways. Although there are ways to connect things and processes without standardizing and modularizing them -- and the further development of such mechanisms is probably essential if we ever want to move beyond all the grim consequences of living in a standardized modular world produced by the twentieth century -- for now it is much easier just to go ahead and apply the twentieth century logic. Because society is so used to it, its not even thought of as one option among others. Last week I was at a Design Brussels event where the designer Jerszy Seymour speculated that once Rapid Manufacturing systems become advanced, cheap and easy, this will give designers in Europe a hope for survival. Today, as soon as some design becomes succesful, a company wants to produce it in large quantities -- and its production goes to China. Seymour suggested that when Rapid Manufacturing and similar technologies would be installed locally, the designers can become their own manufactures and everything can happen in one place. But obviously this will not happen tomorrow, and its also not at all certain that Rapid Manufacturing will ever be able to produce complete finsihed objects without any humans involved in the process, whether its assembly, finishing, or quality control. Of course, modularity principle did not stayed unchanged since the beginning of mass production a hundred years ago. Think of just-in-time manufacturing, just-in-time programing or the use of standardized containeres for shippment around the world since the 1960s (over %90 of all goods in the world today are shipped in these containers). The logic of modularity seems to be permuating more layers of society than ever before, and computers -- which are great to keeping track of numerous parts and coordinating their movements -- only help this process. The logic of culture often runs behind the changes in economy -- so while modularity has been the basis of modern industrial society since the early twentiteh century, we only start seeing the modularity principle in cultural production and distribution on a large scale in the last few decades. While Adorno and Horkheimer were writing about "culture industry" already in the 1940s, it was not then - and its not today - a true modern industry.[1] In some areas such as production of Hollywood animated features or computer games we see more of the factory logic at work with extensive division of labor. In the case of software enginnering (i.e. programming), software is put together to a large extent from already available software modules - but this is done by individual programmers or teams who often spend months or years on one project -- quite diffirent from Ford production line assembling one identical car after another. In short, today cultural modularity has not reached the systematic character of the industrial standardisation circa 1913. But this does not mean that modularity in contemporary culture simply lags behind industrial modularity, responsible for mass production. Rather, cultural modularity seems to be governed by a diffirent logic than industrial modularity. On the one hand, "mass culture" is made possible by a complete industrial-type modularity on the levels of packaging and distribution. In other words, all the materials carriers of cultural content in the modern period have been standarised, just as it was done in the production of all goods - from first photo and films formats in the end of the nineteenth century to game catridges, DVDs, memory cards, interchangeable camera lenses, etc. But the actual making of content was never standardised in the same way.[2] So while mass culture involves putting together new products -- fims, television programs, songs, games -- from a limited repertoir of themes, narratives, icons using a limited number of conventions, this is done by the teams of human authors on a one by one basis. And whiile more recently we see the trend toward the resuse of cultural assets in comercial culture, i.e. media franchising -- characters, settings, icons which appear not in one but a whole range of cultural products -- film sequals, computer games, theme parks, toys, etc. -- this does not seem to change the basic "pre-industrial" logic of the production process) For Adorno, this individual character of each product is part of the ideology of mass culture: "Each product affects an individual air; individuality itself serves to reinforce ideology, in so far as the illusion is conjured up that the completely reified and mediated is a sanctuary from immediacy and life."[3] On the other hand, what seems to be happening is that the "users" themselves have been gradually "modularising" culture. In other words, modularity has been coming into modern culture from the outside, so to speak, rather than being built-in, as in industrial production. In the 1980s musicans start sampling already published music; TV fans start sampling their favorite TV series to produce their own "slash films," game fans start creating new game levels and all other kinds of game modifications. (Mods "can include new items, weapons, characters, enemies, models, modes, textures, levels, and story lines.") And of course, from the verry beginning of mass culture in early twentieth century, artists have immediately starting sampling and remixing mass cultural products -- think of Kurt Schwitters, collage and particularly photomontage practice which becomes popular right after WWI among artists in Russia and Germany. This continued with Pop Art, appropriation art, and video art. Enter the computer. In The Language of New Media I named modularity as one of the principles of computerised media. If before modularity principle was applied to the packaging of cultural goods and raw media (photo stock, blank videotapes, etc.), computerization modularizes culture on a structural level. Images are broken into pixels; graphic designs, film and video are broken into layers. Hypertext modularises text. Markup languages such as HTML and media formats such as QuickTime and MPEG-7 modularise multimedia documents in general. We can talk about what this modularisation already did to culture -- think of World Wide Web as just one example - but this is a whole new conversation. In short: in culture, we have been modular already for a long time already. But at the same time, "we have never been modular" - which I think is a very good thing. November 25, 2005 NOTES [1] Theodor W. Adorno and Max Horkheimer. The Culture Industry. Enlightment as Mass Deception, 1947. [2] In "Culture industry reconsidered," Adorno writes: "the expression "industry" is not to be taken too literally. It refers to the standardization of the thing itself =8B such as that of the Western, familiar to every movie-goer =8B and to the rationalization of distribution techniques, but not strictly to the production process=8A it [culture industry] is industrial more in a sociological sense, in the incorporation of industrial forms of organization even when nothing is manufactured =8B as in the rationalization of office work =8B rather than in the sense of anything really and actually produced by technological rationality." Theodor W. Adorno, "Culture Industry Reconsidered," New German Critique, 6, Fall 1975, pp. 12-19. [3] Ibid. # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body # archive: http://www.nettime.org contact: nettime@bbs.thing.net