TECHNOLOGICAL DISRUPTIONS: The Interplay of Subjective Flaws and Virtual Space

CONCLUSION: SOFTWARE'S END


In the summer of 2019, I won the James Charlton Knox prize to conduct research abroad on how different artists interpreted virtual failure through their work. While conducting this research one night, a new friend shared with me the future of Johannesburg. We stood on a balcony as a party raged behind us, vibrating the window panes. My friend waved at the city’s blinking skyline. The cylindrical Ponte City tower glowed with grimy fluorescents, puncturing a thick overcast and turning the night red. I turned to my friend--a DJ at the party I’d met that very night--and admitted that it all looked evil. She agreed with a smile on her face.

Her goal, along with the rest of the underground artists at that party, was to preserve that “evil” in the years to come. A better term for this evil might be a streak of subversion, like what I saw in Johannesburg’s faded lights, or the bright smartphones’ bursts of flash as the blown-out speakers belted out music. These abandoned structures transform into active hubs of community for the city’s artistic subcultures, and they were top priority in my DJ friend’s vision of the future. I couldn’t be happier to hear that, as it aligned with my hopes for places like these.

The creative subcultures I encountered in Johannesburg are fueled by an undercurrent of sleek mobile technology. They form a flexible web of smartphones shooting community-made music snippets and images through the avenues of social media--the web that attracted my new friend to Joburg. I traveled to this city, along with other locations I visited in Europe and Africa, to conduct research that explores the forms in which communities abroad made technology work for them. I looked for communities that reconfigured technology not designed for them in the first place. Initially, I thought that the artists I met weren’t what I was looking for. Uploading work to Instagram or chatting on Twitter is not inherently subversive. Then I looked into where those digital interactions crossed paths with the physical spaces that the artists created.

The marginalized drew attention through digital access, and using their interactions online, they coordinated themselves enough to construct and maintain physical spaces. Once I understood how creatives used digital interaction, I noticed more spaces that were intersections of the digital and the physical. Spaces like the club I was at in Johannesburg where I met my DJ friend, the art installations overflowing from painted vans in Nairobi, or the intentional suppression of smartphone usage in Berlin’s nightclubs.

To put it simply, it came down to who was able to express themselves. Who is made to develop alternate paths through the digital era, and why? But more importantly, how do they do it?

I started working on analyzing these alternative forms of digital interaction, mainly through developing the technological disruptions framework. Due to the nature of this intersection between art, virtual spaces, and people, I do not honestly believe that any attempt to completely understand it will be possible. While writing this thesis alone, I felt the material and my viewpoints on it go through endless reinterpretations. Reading digital humanities scholarship from only a few years back seems to be on the other side of contextual gulf. I would not go so far as to say that the work had gone obsolete, but it represented more of a historical snapshot than an current reflection of the virtual landscape. The digital medium is new, and we tend to underestimate it. That is not necessarily a problem, but it is best to at least acknowledge it. I hope that this thesis, like the wonderful work of glitch artists and scholars and digital humanists in general, is a step in that direction.

As it should be clear by the end of reading this project, a significant way to capture the subjectivity of virtual space is through media. Outside of my creative fiction--which tackles the concepts from this thesis in a myriad of forms--I have tried my hand at visual art as well. The Manual is one of the mixed-media projects I developed last year. I decided to include The Manual here, at the end of this work, because I think it has more to say that is relevant to the content of this thesis. Relevant, yet adjacent. It is not necessary to go through The Manual as well, but it helps to see how technological disruptions can inform creative projects as well as academic. I would recommend reading the introduction to the project below, regardless if you go further. The link to the project is at the bottom of the page. You can scroll through images from The Manual and my explanation of how I created it to get there.

Contents of this path:

This page references: