The boy, (I am reminded of Louis Sullivan’s Kindergarten Chats when I use this word in this manner), was given the new camera, a compact waterproof digital camera that he could use when fishing and swimming. It was a replacement camera. The first waterproof camera failed on its first immersion, even though it was a quality brand - Nikon. So, after this disappointment, it was with some renewed excitement that the second camera was received. It was a different make this time - Olympus: fingers crossed! Why give any product a second chance to leak? No one knew just what might happen with the return of the failed equipment to the place of purchase, but the payment was gracefully refunded and the new camera was ordered. Hopefully it is a better and more reliable performer than the first one, or else it will have the same fate.
The box was opened as the advice was given: “Make sure you read the instructions carefully before doing anything else.” Still, the eager hands threw the paperwork aside in favour of the bright metallic blue camera: like a moth to a light. The wrist strap was assembled, the battery opened and installed, and the camera was plugged into the charger and switched it on. Then the instructions were read.
“How long will
it take to charge?” was the first question.
“Have a look. It
should tell you.”
So he continued
reading.
“It doesn’t
say.”
After a delay
that seemed too long, the instructions were checked.
“You have the
wrong section. This part is only telling you how to properly maintain the
camera. This other sheet has the general instructions.”
“Where’s the
English?”
The attention
passed back to the charging camera.
“How do I know when the camera is charged?”
“There is
usually a light that comes on. It changes when the battery has charged. Have a
look.”
“There’s no
light.”
“There has to be
something. Read the instructions.”
As the page was
perused, the camera was checked. There was indeed no light.
“Umm. Show me
the page. Here, it tells you that there is a light.”
So the camera
and charger were taken to another power outlet to test things. Still no light.
The connections were checked. All OK. The camera was opened and the battery
inspected.
“You’ve put the
battery in backwards.”
After reversing
the battery and reconnecting the camera, the light came on. Two hours later it
went out.
“Is it charged
now?”
“Yes.”
So the camera
was taken to the lounge, switched on and buttons started being pressed.
“What is the
date?”
“What is the
time?”
It all seemed to
be going well.
The failure with
the battery installation had not dampened any enthusiasm or raised any
questions about competence, confidence or cleverness. Young folk today are
extremely self-assured in spite of everything and anything. Is this the outcome
of easy access to information and social technology? Is it the instant feedback
of two thousand ‘friends’ that reinforces MY perceptions about ME; that buries
doubt and conceals skepticism? The flash went off. The camera was working.
“You will need
an SD card.”
“No the camera
has some internal memory. I will get the card later.”
It seemed that
the boy knew something about the camera. He kept pressing the buttons.
“Oh!” was the
sister’s squeal. “Get rid of that one.”
The boy was snapping images and deleting them with an equal enthusiasm. It made me ponder. The interest seemed to centre on the process only. The end result - the outcome, the image - appeared incidental, an accidental part of the game. One just got rid of it and started again. There was really no need for an SD card for storage. The situation reminded me of the games that I had seen the boy and his sister play on their tablets: see http://voussoirs.blogspot.com.au/2013/04/architecture-and-games.html and http://voussoirs.blogspot.com.au/2013/04/mystifying-gorilla-chases-architecture.html
These are games
without any end. One just restarted once the process had come to its
indeterminate conclusion, a hiatus, be this a stumble, the catch or ‘death.’
The whole process began again with the press of a button. It was a fuzzy, yet
intense activity with a certain frenzy that seemed to lack something
substantial: click; look; laugh; scream; remove; click; etc. There was no
obvious rigour or structure, no aim or ambition. It was an event. The
involvement was with the programming of the equipment, its framework and
internal relationships, not with any desire for a planned or pleasing, or
permanent outcome: click . . The subjects being recorded meant nothing in
particular; they were mere asides.
The interest concentrated on the parameters of the instrument and its possibilities - what it allowed; its framework of activities: the exploration of its inner structure - in the same way as a game entertained. That the result might be a squabble or a laugh was as secondary as any recorded image. It was neither expected nor unexpected. It was certainly not a surprise, just part of the occasion. There was no importance given to any archive. Just click to remove, whatever, and on to the next photograph; squeal, laugh, bickering: all nonstop until something better arose or one became bored. The structure was amorphous, blurry. Experience had more relevance than anything else; not experience in the sense of learning, reverie and reflection - the feedback loop of scholarship - but the act of being there then, as though one might be on a fair ride, spinning mindlessly.
I thought about technology in the office: CAD and its processes. There seemed to be something similar going on with computer-aided drawing. The process sometimes seemed more important than any outcome.
“What line are
you using?”
“How do I do . .
.?”
“Have you tried
this?”
“Where is the .
. .?“
The questions
and their responses constantly fly around the workstations. What real effort
and thought was being given to the work, to the definition of its outcome? The
parameters of the programme seem to have a direct impact on both the process
and the result. The mirroring, the copying, and the pasting processes, (these
are the basic ones), were all involved to make things simpler: click; paste;
remove; in the same way as the camera buttons were handled. The library of
parts, objects, details, etc. were similarly all there to be utilized, adapted, and were,
whenever the chance arose. The tasks seem centred on finding these
opportunities, looking for the chance to use these features. Ironically, time
was frequently spent planning how one might save time. The mind seemed more
concentrated on how the programme could be manipulated to achieve a documented
CAD outcome - the drawing - rather than on assessing the drawing and just what
it might be communicating to another, in this case, the contractor. The whole
idea that a drawing had to communicate seemed lost in the haze and maze of the
game - the CAD programme and ME: amazing; and I did it! What can I use now? How
might I manipulate the system to give me a result with least effort? Which path
should I choose? I wonder if there is another way?
“Wow! Have you
tried this?”
“How did you do
that?”
It seemed that the drafter might only rarely, if at all, pause to see how another might read the information that was being recorded. There appeared to be little concern about how the document might match the instructions given, or the design and detail intended. The critical question that has to be asked when documenting a building is not only is it what has been sketched, but also is it accurate and possible, feasible: can it be built; will it perform; and does the drawing give the story clearly and unambiguously so that the planned outcome can be achieved without confusion and complication? It seemed that CAD was being handled just like the other games and the camera - as an amusement that has no end: just clicks and processes where the results appear almost as an insignificant, irrelevant conclusion of the involvement that knew of no time or place but its own. The concentration seemed to be only on the engagement with the technology.
I have seen
details where the ‘copy, paste and mirror’ commands have been used irrespective of
their relevance: close enough. I have seen grids selected just because of the
neat figure and the ease of repetition - click, click, click - when something
more like the tartan grid would have made everything far more explicit. How
long will it take for technology to become less of a distraction? The learning
process is interesting. Take for instance learning to play the piano: there is
the first stage where everything is alien. Slowly with practice the very
self-conscious steps played as scales are assimilated into other skills, like
playing a tune, still in a self-conscious manner. Then, as time progresses and
familiarity increases with dexterity and confidence, these stages are gathered
into the unselfconscious - it is called ‘feedback’ - until the stage is reached
where the player can attend to the far more subtle matters involved in playing
and expression. This cycle continues to enrich and be enriched as the
instrument becomes ‘at one’ with the player, and vice versa. Learning to ride a
bicycle has much the same sequence of experiences. The unknown becomes known in
an ever-spinning circle of learning. Matters to be confronted become more
subtle, rich and sophisticated. It is analogous to movement on the Möbius strip
where seamless continuity maps the concept as a diagram for achievement. The path
to wisdom and understanding has no ending. As the saying goes: If you find the Buddha on the way, kill him.
When will CAD reach the stage when it will no longer be a self-conscious process? At present, the involvement is somewhat like a draughtsman standing at a drawing board asking questions about how to use the tee square or a pencil; the eraser: what density of pencil to choose; how to sharpen the pencil; how to draw a line; what stencil for letters; what style; what thickness; etc. etc.? - all questions that would have been ludicrous in this circumstance, but are entertained without embarrassment with the computer. Imagine asking about which sheet of paper one had to draw on! How it can be printed, copied. What colour pen one had to use; how to trace the drawing. The thought arises: I wonder if there is a better feeling for line, form and space with the tee square and the set square that involves the body more intimately and actively than the keyboard?
The boy with the
camera was learning too but he jumped right into the system, bringing all of
his button skills to the game without listening, looking or feeling for
feedback or watching for or caring about failure. Is this what draughtsmen
bring to their CAD efforts too? Architects? I have seen the wonders of the
computer turn a five minute scribble into a dozen three dimensional images that
appear to hold some sense when the whole has no basis in thought or any simple
sense. Lines have appeared from the brash movements of the hand on a mouse
guided by intuition or just the body movement itself; and then the computer
takes over: “Wow!”
What are the
issues here? It all appears to linger in the field of belief and
self-confidence. Can one be over-confident? Can belief be blind? If one is
unable to isolate the lack of substance in the machine-induced imagery that is
the outcome of a careless and thoughtless randomness, from that which is not,
then there is a problem. The recognition and acknowledgement of the problem of
admiring any 'skill' in an outcome when it has all been processed otherwise -
blindly, irrationally - remains a core and essential ability in the scope of
any performance. Cynicism is essential because matters have become so fuzzy, so
mixed and confused. Only too often has one seen the architect admire the
computed result that he has supposedly directed, as if it were the work of
another.
Fuzzy in itself
has qualities that can be admired, e.g. inclusiveness: incorporating things
vague, ambiguous, imprecise - chance itself. But remaining happy with things
inconclusive and unclear when they can be otherwise, and in certain
circumstances must be, as if they might pleasantly surprise by their difference,
and believing they have inherent value because they have just appeared in this
manner, is a serious issue. Chance has its place in discovery; so has necessity
too. Seeing chance alone as ‘creativity’ is a problem. Bacon promoted
immediacy, but his words and actions show otherwise: see http://voussoirs.blogspot.com.au/2013/01/bacons-sacrambled-studio-francis.html
The world can be
seen as a game, but it is more than this. We need to learn about our
technologies and become confident with them rather than just with ourselves, so
that they can be assimilated into our lives creatively, allowing our attention
to address far more critical matters than proficiency with gadgets. Ignoring
the way a battery needs to go into any equipment only highlights how weak the
game can make us when its only interest is to beckon infinity with an
unfulfilled tease. We need to face facts if the wonder of work is to become
manifest. Tradition always understood that nothing could be beautiful if it
ignored the cosmic rules and the facts of functions.
It was Louis Kahn who pointed out that:
"A great
building must begin with the unmeasurable, must go through measurable means
when it is being designed and in the end must be unmeasurable."
NOTE:
On assimilation: see On Bridges - http://voussoirs.blogspot.com.au/2011/05/on-bridges.html Buckminster Fuller envisaged a future where tensegrity would become incorporated into our world without exclamation or declaration:
On assimilation: see On Bridges - http://voussoirs.blogspot.com.au/2011/05/on-bridges.html Buckminster Fuller envisaged a future where tensegrity would become incorporated into our world without exclamation or declaration:
‘the process . . . whereby doing more for less can lead to an
implosion of functions, one into another, until only a gossamer thin but steely
strong multifunctional envelope takes the place of separate ‘cultures’ of
architecture, building and aesthetics.’
NOTE: 29 October 2014
see: http://voussoirs.blogspot.com.au/2014/10/drawing-belfast-command-character.html
NOTE: 29 October 2014
see: http://voussoirs.blogspot.com.au/2014/10/drawing-belfast-command-character.html
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