Cultural Interfaces (Manovich)

Written in 1997 by Lev Manovich. Republished with permission. Whole article Cinema as a Cultural Interface

 

 

During the 1990s, the cultural role of a digital computer has changed from a tool to a medium. In the beginning of the decade, a computer was still largely thought of as a simulation of a typewriter, a paintbrush or a drafting ruler -- in other words, as a tool used to produce cultural content which, once created, will be stored and distributed in its appropriate media: printed page, film, photographic print, electronic recording. By the end of the decade, the computer's public image has begun to shift to one of a universal machine, used not only to author, but also to store, distribute and access all media. All culture, past and present, is beginning to be filtered through a computer, with its particular human-computer interface.

The term human-computer interface (HCI) describes the ways in which the user interacts with a computer. HCI includes physical input and output devices such a monitor, a keyboard, and a mouse. It also consists of metaphors used to conceptualize the organization of computer data. For instance, the Macintosh interface introduced by Apple in 1984 uses the metaphor of files and folders arranged on a desktop. Finally, HCI also includes ways of manipulating this data, i.e. a grammar of meaningful actions which the user can perform on it. An example of this grammar are the commands used in a command-line interface such as DOS and UNIX: copy file, delete file, set date, open port, list directory, and so on.

As the role of a computer is shifting from being a tool to a universal media machine, we are increasingly "interfacing" to predominantly cultural data: texts, photographs, films, music, virtual environments. In short, we are no longer interfacing to a computer but to culture encoded in digital form. I would like to introduce the term "cultural interfaces" to describe evolving interfaces used by the designers of Web sites, CD-ROM and DVD-ROM titles, multimedia encyclopedias, online museums, computer games and other digital cultural objects.

If you need to remind yourself what a typical cultural interface looked like in 1997, go back in time and click to a random Web page. You are likely to see something which graphically resembles a magazine layout from the same decade. The page is dominated by text: headlines, hyperlinks, blocks of copy. Within this text are few media elements: graphics, photographs, perhaps a QuickTime movie and a VRML scene. The page also includes radio buttons and a pull-down menu which allows you to choose an item from the list. Finally there is a search engine: type a word or a phrase, hit the search button and the computer will scan through a file or a database trying to match your entry.

For another example of a prototypical cultural interface of the 1990s, you may load (assuming it would still run on your computer) the most well-known CD-ROM of the 1990s - Myst (Broderbund, 1993). Its opening clearly recalls a movie: credits slowly scroll across the screen, accompanied by a movie-like soundtrack to set the mood. Next, the computer screen shows a book open in the middle, waiting for your mouse click. Next, an element of a familiar Macintosh interface makes an appearance, reminding you that along with being a new movie/book hybrid, Myst is also a computer application: you can adjust sound volume and graphics quality by selecting from a usual Macintosh-style menu in the upper top part of the screen. Finally, you are taken inside the game, where the interplay between the printed word and cinema continue. A virtual camera frames images of an island which dissolve between each other. At the same time, you keep encountering books and letters, which take over the screen, providing with you with clues on how to progress in the game.

Given that computer media is simply a set of characters and numbers stored in a computer, there are numerous ways in which it could be presented to a user. Yet, as it always happens with cultural languages, only a few of these possibilities actually appear viable in a given historical moment. Just as early fifteenth century Italian painters could only conceive of painting in a very particular way - quite different from, say, sixteenth century Dutch painters - today's digital designers and artists use a small set of action grammars and metaphors out of a much larger set of all possibilities.

Why do cultural interfaces - web pages, CD-ROM titles, computer games - look the way they do? Why do designers organize computer data in certain ways and not in others? Why do they employ some interface metaphors and not others?

My theory is that there are three key cultural forms which are shaping cultural interfaces in the 1990s. What are these forms? The answer to this puzzle can be found in the opening sequence of Myst which activates them before our eyes, one by one. The first form is cinema. The second form is the printed word. The third form is a general-purpose human-computer interface (HCI).

At the time of this writing (1997), it appears that out of the three, the influence of cinema is becoming more and more important. So, despite frequent pronouncements that cinema is dead, it is actually on its own way to becoming a general purpose cultural interface, a set of techniques and tools which can be used to interact with any cultural data. Accordingly, I will devote the largest section of this article to the discussion of the ways in which cinematic techniques structure cultural interfaces.

As it should become clear from the following, I use words "cinema" and "printed word" as shortcuts. They stand not for particular objects, such as a film or a novel, but rather for larger cultural traditions (we can also use such words as cultural forms, mechanisms, languages or media). "Cinema" thus includes mobile camera, representation of space, editing techniques, narrative conventions, activity of a spectator -- in short, different elements of cinematic perception, language and reception. Their presence is not limited to the twentieth-century institution of fiction films, they can be already found in panoramas, magic lantern slides, theater and other nineteenth-century cultural forms; similarly, since the middle of the twentieth century, they are present not only in films but also in television and video programs. In the case of the "printed word" I am also referring to a set of conventions which have developed over many centuries (some even before the invention of print) and which today are shared by numerous forms of printed matter, from magazines to instruction manuals: a rectangular page containing one or more columns of text; illustrations or other graphics framed by the text; pages which follow each sequentially; a table of contents and index.

Modern human-computer interface has a much shorter history than the printed word or cinema -- but it is still a history. Its principles such as direct manipulation of objects on the screen, overlapping windows, iconic representation, and dynamic menus were gradually developed over a few decades, from the early 1950s to the early 1980s, when they finally appeared in commercial systems such as Xerox Star (1981), the Apple Lisa (1982), and most importantly the Apple Macintosh (1984).* Since than, they have become an accepted convention for operating a computer, and a cultural language in their own right.

Cinema, the printed word and human-computer interface: each of these traditions has developed its own unique ways of how information is organized, how it is presented to the user, how space and time are correlated with each other, how human experience is being structured in the process of accessing information. Pages of text and a table of contents; 3-D spaces framed by a rectangular frame which can be navigated using a mobile point of view; hierarchical menus, variables, parameters, copy/pasteand search/replace operations -- these and other elements of these three traditions are shaping cultural interfaces today. Cinema, the printed word and HCI: they are the three main reservoirs of metaphors and strategies for organizing information which feed cultural interfaces.

Bringing cinema, the printed word and HCI interface together and treating them as occupying the same conceptual plane has an additional advantage -- a theoretical bonus. It is only natural to think of them as belonging to two different kind of cultural species, so to speak. If HCI is a general purpose tool which can be used to manipulate any kind of data, both the printed word and cinema are less general: they offer ways to organize particular types of data: text in the case of print, audio-visual narrative taking place in a 3-D space in the case of cinema. HCI is a system of controls to operate a machine; the printed word and cinema are cultural traditions, distinct ways to record human memory and human experience, mechanisms for cultural and social exchange of information. Bringing HCI, the printed word and cinema together allows us to see that the three have more in common than we may anticipate at first. On the one hand, being a part of our culture now for half a century, HCI already represents a powerful cultural tradition, a cultural language offering its own ways to represent human memory and human experience. This language speaks in the form of discrete objects organized in hierarchies (hierarchical file system), or as catalogs (databases), or as objects linked together through hyperlinks (hypermedia). On the other hand, we begin to see that the printed word and cinema also can be thought of as interfaces, even though historically they have been tied to particular kinds of data. Each has its own grammar of actions, each comes with its own metaphors, each offers a particular physical interface. A book or a magazine is a solid object consisting from separate pages; the actions include going from page to page linearly, marking individual pages and using table of contexts. In the case of cinema, its physical interface is a particular architectural arrangement of a movie theater; its metaphor is a window opening up into a virtual 3-D space.

Today, as media is being "liberated" from its traditional physical storage media - paper, film, stone, glass, magnetic tape - the elements of printed word interface and cinema interface, which previously were hardwired to the content, become "liberated" as well. A digital designer can freely mix pages and virtual cameras, table of contents and screens, bookmarks and points of view. No longer embedded within particular texts and films, these organizational strategies are now free floating in our culture, available for use in new contexts. In this respect, printed word and cinema have indeed became interfaces -- rich sets of metaphors, ways of navigating through content, ways of accessing and storing data. For a user, both conceptually and psychologically, their elements exist on the same plane as radio buttons, pull-down menus, command line calls and other elements of standard human-computer interface.

* Brad. A. Myers, "A Brief History of Human Computer Interaction Technology," technical report CMU-CS-96-163 and Human Computer Interaction Institute Technical Report CMU-HCII-96-103 (Pittsburgh, Pennsylvania: Carnegie Mellon University, Human-Computer Interaction Institute, 1996).

 
Supported by Organized by Associated partners