Beauty

Dimensions of experience

Last week I helped with an activity in my fourth-grader’s classroom. While sitting in a tiny chair at the back of the room, my eyes scanned the rich environment around me. Drawings, sculptures, bookshelves, markers, desks and tables; every color and shape imaginable; kids excitedly talking and working.

There was so much diversity, my eyes had trouble resolving it all. I realized then that due to my work and information sources, I spend a large majority of my time looking at flat screens 18-24 inches from my face. My eyes simply are not used to changing focus or direction in order to do work anymore. This isn’t made any easier by their increasing age, of course.

I spoke with a friend later in the week who described their high school-aged son’s schoolwork as entirely screen-based now. “He lies down sideways on the couch with his laptop and doesn’t move for hours,” he said. “All of his assignments and learning materials are delivered via the screen, and he stays in one place until he’s done.”

I’m sure that’s efficient, though hearing it I felt fortunate to have gone to high school before computers became the dominant medium. I’m also lucky to have hobbies and kid activities that do give me dimensionality in the rest of my days. But when such a big part of life is spent in flat experience, it has an impact on how we think, feel, and act.

Julie Beck wrote last year in the Atlantic about “the great friendship flattening“. She noticed that when friend updates were mixed with work, entertainment, and news content, it made those friendships feel flatter and hard to distinguish:

When my phone does its little mating calls of pings and buzzes, it could be bringing me updates from people I love, or showing me alerts I never asked for from corporations hungry for my attention. When I pull it out, content and communication appear in similar forms—notifications, social-media posts, vertical video—and they blur together.

Tom Vanderlinden analyzed recent trends in cinematography and noted that modern movies tend to have a flatter, less realistic look to them. He identified perceptual realism, indexicality, haptic visuality, and cinematic qualia as choices that make the viewer feel a movie is more or less “real”.

One aspect in particular is the depth of focus used–do viewers see everything in detail across the screen, or only the central actor or item with the background blurred. This kind of hyperfocus mimics our own behavior when looking at personal devices; the world behind them is blurred, and only the interface is in focus.

Vanderlinden also quotes Laura Marks from The Skin of the Film, where she says:

Film is grasped not solely by an intellectual act but by the complex perception of the body as a whole. This view of perception implies an attitude toward [a film], not as something that must be analyzed and deciphered in order to deliver forth its meaning but as something that means in itself.

Marks describes “haptic visuality” as a way of seeing that “tends to move over the surface of its object rather than to plunge into illusionistic depth, not to distinguish form so much as to discern texture. It is more inclined to move than to focus, more inclined to graze than to gaze.”

I can’t remember the last time I “grazed” an interface on a screen; interfaces overall have been so hyper-optimized for efficiency that the very idea of it seems an anathema. And yet I feel a craving for that sort of richness of experience; that our screen lives today are poorer without it. Our minds know that an experience is more than just the optics, that real things should be engaged with all of our senses.

So what might this mean for digital designers, who focus on screen-based experiences? Are screens inherently limiting to human experience? Should we return to skeuomorphism in an attempt to engage the “haptics” of the eyes? Might we need virtual reality goggles to take our interfaces to a higher level? Should we all just go touch grass?

I believe flat, rectangular screens will continue to dominate our informational and creative lives. After all, flat books have sufficed for storytelling since Gutenberg, and my own thoughts on the challenges of face computers are well documented.

But it seems worth thinking about visual richness, realism, and dimensionality as important aspects of the human experience that we aren’t currently getting from our screens. And if screens can’t bring them to us, then we will need to more often raise our eyes from them to refocus.

Art knows better

> To experience the truth in art reminds us that there is such a thing as truth. Truth lives. It can be found…

> All the world’s power over us lies in its ability to persuade us that we are powerless to understand each other, to feel and see and love each other, and that therefore it is pointless for us to try. Art knows better, which is why the world tries so hard to make art impossible, to immiserate artists, to ban their work, silence their voices, and why it’s so important for all of us to, quite simply, make art possible.

Michael Chabon, in his last letter as chair of the MacDowell artists colony

A Beautiful Future

Alex Steffen–futurist, author, founder of Worldchanging–believes that [imagining a *beautiful* future is the key to saving humanity](https://vimeo.com/201938065) in the coming climate crisis:

> Above all, the desire to make things beautiful…is a thing people are willing to fight for.

> One way to look at the planetary crisis is to create something beautiful at the level of the necessary.

> It’s not only about how to prevent something terrible…it’s about how to make beauty.

> There are millions of people right now dying for the chance to see a future worth fighting for. And it’s our job to imagine it.”

How video games point to enlightenment

In 2008, Metafilter member aeschenkarnos wrote [a review of the outside world as if it were a video game](http://www.metafilter.com/70365/The-Myth-of-the-Media-Myth-Games-and-NonGamers#2063862):

> The physics system is note-perfect (often at the expense of playability), the graphics are beyond comparison, the rendering of objects is absolutely beautiful at any distance, and the player’s ability to interact with objects is really limited only by other players’ tolerance. The real fundamental problem with the game is that there is nothing to do.

It received a score of 7/10.

Since then, a few people have written about how treating your real life like a video game can improve your [productivity](https://www.popsci.com/technology/article/2012-01/can-treating-your-life-game-make-you-better-person#page-4) and [personal development](https://oliveremberton.com/2014/life-is-a-game-this-is-your-strategy-guide/). [Jane McGonigal](https://janemcgonigal.com/), one of [my design heroes](http://bob.ryskamp.org/brain/?p=41500), developed [a game to make people happier and healthier in real life](https://www.youtube.com/watch?v=lfBpsV1Hwqs). And many “games” have been created to [teach meditation](https://www.headspace.com/headspace-meditation-app), [calm the mind](https://www.calm.com/), and even [“promote compassion, altruism and teamwork”](http://thatgamecompany.com/clouds-new-sky-game-details-revealed/).

There are clear parallels between the activities shown and taught in these “games” and the ones that multiple religions point to as leading to truth and enlightenment. Video games let you build a character, developing their “experience points” along the way; religions provide paths of growth toward holiness. Video games let you explore alternative realities; Buddhism and Christianity both explain that this world is not the “true” reality; the promised kingdom.

But piloting a character in a video game, and recognizing their false nature, is different than believing you yourself are a character in a game. [Nick Bostrom’s Simulation Argument](https://www.simulation-argument.com/) is the most well-known explanation of how we might actually be living inside a simulation, while Robin Sloan wrote a fascinating piece about [how to best succeed–and not get turned off–if that were true](http://www.jetpress.org/volume7/simulation.htm):

> If you might be living in a simulation then all else equal you should care less about others, live more for today, make your world look more likely to become rich, expect to and try more to participate in pivotal events, be more entertaining and praiseworthy, and keep the famous people around you happier and more interested in you.

However, I had almost the opposite reaction. Instead of making me strive for simulated immortality, taking such a perspective mostly changes how I view everyday things. When I imagine I’m a character in a game, a few things change:

– I pay more attention to the present moment: the people I’m with, the sights and sounds and feelings. It really is a well-designed game (“the graphics are beyond comparison”), but you only appreciate that by paying attention. And why play a game if you’re not going to pay attention to it?
– My phone, the internet, and TV are less tempting. Who logs into a video game just to have their character watch TV?
– In general I’m less swayed by indulgences. Drinking alcohol and eating junk food aren’t going to help with that leveling up, and being tired is something I can fix by simply clicking on a few more hours of sleep.
– It’s easier to do the chores and tasks I know I need to do. Somehow viewing myself as a character makes it easier for me to tell him to get to work.
– I feel braver and more willing to take risks, and try new things. Games reward exploration.

Interestingly, all these are also benefits I’ve found from prayer and meditation. Games and religious practices share the desire to reduce the ego and the identification with the “self”. If you don’t believe that this is your true self–your intended form–you can handle setbacks and struggles better (after all, they’re not about *you*). And you can still invest in and grow your “self”, but the stress of that and fear of failure goes away when you believe the true consequences and rewards are separate from this reality.

The danger in this perspective is descending into nihilism, where you believe that this life has no purpose. Reminding myself of the personal benefits of growth helps avoid that, but also looking deeply at the beauty of nature and society all around shows me the value of simply being there to experience it.

So if you see me moving a bit awkwardly around the world, gazing intently at every little thing, and trying weird new practices every day, cut me some slack–I’m still learning how to play this game.

William Carlos Williams and Imagism

I’m enjoying the poetry of [William Carlos Williams](https://www.poets.org/poetsorg/poet/william-carlos-williams), credited as one of the leaders of the [Imagist](https://www.poets.org/poetsorg/text/brief-guide-imagism) movement, which sought to rescue poetry from the vague and flowery language of Georgian Romanticism.

My favorite is the funny and surprising “[This Is Just To Say](https://www.poets.org/poetsorg/poem/just-say)”, which is also [great for parodies](http://nymag.com/daily/intelligencer/2015/07/poem-becomes-meme-forgive-me.html).

> (This is just to say)

> I have eaten
the plums
that were in
the icebox

> and which
you were probably
saving
for breakfast

> Forgive me
they were delicious
so sweet
and so cold

Ezra Pound described the core tenets of Imagism as:

* Direct treatment of the “thing,” whether subjective or objective.
* To use absolutely no word that does not contribute to the presentation
* As regarding rhythm: to compose in sequence of the musical phrase, not in sequence of the metronome.

To the extent product design can reflect poetry, those would be pretty good design principles too.

Why isn’t software beautiful?

It feels to me that software design, despite its intense cultural focus, huge business opportunity, and worldwide effort, isn’t as beautiful, elegant, or compelling as other forms of art and design. Held up against films, music, fashion, physical products and even video games, almost all software feels flat, utilitarian, and uninspired. Why is that? I have a few hypotheses:

* Not enough people are designing software – This is changing fast, but software design has been a very small and elite field for most of its history. When a larger and more diverse set of a population gets involved in something, the results quickly get better. Think about how most top runners are Kenyan; many top baseball players Puerto Rican–in each case, that is the dominant sport and goal for the youth of the country. We need more people to design software.
* We don’t yet have the right tools – We admire the very first cave painters, movie makers, and book publishers because the act of creating anything was hard for them. But we’d hardly call that artwork “beautiful” by today’s standards. The tools to create paintings, films, and prints today are so advanced that almost anyone can learn and practice those art forms. Software, however, is still impossible to create without significant technical training.
* Beauty isn’t useful – My friend Chris often invokes “the Pepsi Challenge”–namely, the difference between liking something for a minute and living with it for weeks. The same design that looks great up on a foamcore board, or in a science fiction movie, starts to grate on you when its ornamentations get in your way for the hundredth time. That’s the reason we had, and abandoned, long cool Flash intros on websites.
* Utility isn’t sexy – Similarly, a design that quickly and efficiently takes care of things and gets out of your way doesn’t even give you a chance to admire it. You might feel satisfaction with the results, but that’s a long way from awe and lust at its form.
* We don’t have the right support and organizational structures – Painters and writers generally work alone; filmmakers and video games have a producer/director split. But most software is designed by a triad of project managers, software engineers, and interface designers.
* We don’t really try – This is a tough one to swallow, but I think it’s fair to say that right now most software designers don’t really pursue beauty as a central goal. Many designers care deeply about elegance, simplicity, and craft, but I’ve rarely met one who speaks about the emotional journey of the viewer, or who thinks about the storyline of their interactions.

Overall, it does seem that software design is quickly improving. Perhaps it will just take more time to get to the place that these other mediums have reached.

When the lights go down in the city

Some beautiful images of what cities–and the sky–would look like without lights.

Make your own planet

A fun tool takes Google Streetviews and [morphs them into planet-like objects](http://notlion.github.com/streetview-stereographic/#o=.097,0,-.006,.995&z=1.938&mz=16&p=37.42718,-122.16710):

Virtual Switzerland

[Some incredible videos of Switzerland](http://www.newlyswissed.com/?p=12467). My favorites are the [realtime HD video *hikes* through Graubunden](http://www.webwandern.ch/etappen/) (St. Moritz, Berninapass, etc).

Amazing how just a click can bring me right back to the country!

10 minutes of gratitude

I think [watching this](http://www.youtube.com/watch?v=gXDMoiEkyuQ) would be a pretty good way to start each day; filmmaker Louie Schwartzberg explores gratitude, mindfulness, and the beauty of the world we live in and people we live with:

Could also be seen as the sentimental counterpart to [Louis CK’s celebration of the modern world](http://www.youtube.com/watch?v=8r1CZTLk-Gk).