|
For those of us who work trans-disciplinarily, Brenda Laurel's
proffered concept of transmedia in her new Utopian Entrepreneur
seems natural and familiar. Yet, what some of those working
in the area of interactive media have sensed and already know
in terms of a refinement that describes a trans-disciplinary
perspective, contemporary educational institutions have yet
to grasp. At their best, educational institutions install
interdisciplinary programs to try to make sense of the shift
in the whole psychic and social complex occurring as an effect
of a changing media environment. Such programs usually mandate
core courses be taken in each of the disciplines relevant
to the program.
Such interdisciplinary programs seek to re-establish connections
deconstructed as a result of what philosopher of technology
Carl Mitchum calls the great decontextualizing process of
the modern project. "Modern technologies," he writes,
"assertively aided in the fragmentation and separation
of the social and cultural unity into autonomous, social institutions.
Yet what we see today as a result of a changing media environment
described by convergence has yet to be fully comprehended
and integrated as a worldview, notwithstanding the admirable
attempts of interdisciplinary constructs."
According to Mitchum, with the development of a "global-electro-media
infrastructure" we are entering a new phase of technology
characterized by the construction of a virtual common culture
in which all the autonomous realms of society and culture
are being linked, networked, interconnected, and interrelated
in ways that mimic traditional culture. Brenda Laurel, by
virtue of her more than two decades of work in the interactive
media world, understands this to mean what she describes as
"the building of a transmedia culture." By its very
nature, this transmedia culture compels a trans-disciplinary
rather than an interdisciplinary approach.
What is transdisciplinary work? It signifies being able to
work across contexts, or disciplines. By its very nature,
transdisciplinary work must work from foundational principles
that can apply cross-contextually. When we seek to find cross-cultural
similarities, we seek to find those human traits that can
be found throughout the human population regardless of culture.
The smile, signifying some form of contentment, is one such
cross-cultural trait we find in all humans from early childhood
on.
Transdisciplinary work aims to distill fundamental principles
that recur on different levels of complexity in different
ways but are expressed similarly. An objective of transdisciplinary
work is not only to site the elements of similarity toward
distilling foundational principles, but also to design and
to propagate a methodology that can support this approach.
Laurel engages in transdisciplinary work in her recent Utopian
Entrepreneur, reciting a short list of seven design principles
for core content of transmedia:
1. Think in transmedia terms from the beginning;
2. Build worlds, not just stories;
3. Create a foundational narrative;
4. Provide for rituals;
5. Support community formation;
6. Give people roles and ways to create personal identities;
and
7. Build scenarios to explore situated contexts (85-86).
Brenda Laurel's Utopian Entrepreneur can be seen as
a primer of lessons learned, a 'design affair' that
relates the trials and tribulations of humanistic values-driven
work, and in so doing, embeds a sense of values into the work
This affair extends beyond that of essay writing to a more
intimate relation of synergies from team collaboration, a
collaboration that constructs a whole and suggests extended
authorship.
Utopian Entrepreneur launches MIT Press' new Mediawork
Pamphlet series. Self-described as a hybrid work, the Mediawork
series intends to engage the senses through the use of visual
and textural forms. What I first noticed when I pulled the
book from inside its mailer was the feel of its cover. It
sent me to reflecting upon the potential of full immersive
virtual reality (VR) media to engage thought and to evoke
emotion.
The various virtual reality media are defined by their enabling
characteristics and associated different experiences. These
experiences have to do with three factors: the varying degrees
of interactivity; the power of the graphic visualization;
and the degree of haptic feedback. Haptic relates to the senses
of touch and feel. Only the haptic system is capable of direct
action, in contrast to the senses of hearing and sight.
Although the form chosen for Utopian Entrepreneur
was not an electronic, interactive virtuality, immediate engagement
occurred as I took the pocket-sized book out of its mailing
envelope. Utopian Entrepreneur burst into iridescence
as the sun hit it. Reminiscent somewhat of those little holographic-type
greeting cards, the texture and design of the cover refracted
the sunlight into a rainbow-like spectrum. Not only pretty
to the eye, its grooved texture felt good to the touch. Peter
Lunenfield, the editorial director, calls the products of
this book series "theoretical fetish objects."
In line with the style of Laurel's writing, book designer
Denise Gonzales Crisp creates in Utopian Entrepreneur
what McLuhan described as high-definition engagement. Very
little is left to the imagination for completion. A danger
does exist in shutting down casual participation from heating
up the visual sense. A barrage of black and white graphically
designed images fills the pages, graphically designed, I believe,
to suggest the pixilated display of a computer screen. Yet,
Crisp counters this high-definition design with the use of
a few techniques to construct not only the structure of the
content, but its dynamics and feel, thus inviting participation.
She varies size and type of font to direct the mind's eye
while pacing its thought processes. Main points are highlighted
in this fashion, reminiscent of The Cyborg Handbook.
Crisp notes in her 'Designer's Note' at the end of the book
that indeed the "pocketable insight" of a small
book parallels her interest in "speaking to individual
readers directly through design." She references two
other "small (in size) books in which form plays a significant
role: John Berger's Ways of Seeing, and Marshall McLuhan's
The Medium is the Massage, designed by Quentin Fiore"
(114).
Utopian Entrepreneur is a tight package in which Laurel
restates many of her values recited in past works and offers
lesson learned from her mistakes in design, team development
and collaboration, and now business. In the beginning of the
book I sensed a sort of sadness, probably more a sense of
exhaustion from being beaten up by the "barracuda"
world of business in which her recent Purple Moon venture
strived for more than three years. Before venturing into the
marketplace, she spent three-and-a-half years doing foundational
research, design, and project management.
Purple Moon made interactive media for preadolescent girls.
It invented a narrative world and cast of characters aimed
at doing "positive work for girls in the context of popular
culture." Who these young girls become depends, Laurel
says, "a great deal on how they mange their transit through
the narrows of girlhood" (3).
Eight CD-ROM games, an award-winning Web site, and $40 million
dollars later, Purple Moon was closed down by investors. Mattel
acquired its characters and properties, and nobody made a
dime. Yet, although the business never made it to "the
big IPO or a lavish acquisition," Laurel says the company
claimed the "high moral ground, offering diversity, personal
relevance, and respect for girls as its central values"
(3-4). One of the perversities, she remarks, of dot-capitalism
is that if Purple Moon had not actually made any real products
that went on real shelves in real stores, she might be "post-economic"
today (5).
In investment terms, Laurel says, the "embarrassing
detail" of making an actual product rather than spinning
straw into gold, was a real mistake. It kept the company from
passing for a dot-com in the venture community. While the
dot-coms "wild" valuations made some of her younger
friends millionaires, the valuation of Purple Moon could never
exceed some small multiple of revenues because they "actually
had revenue" (5). Nevertheless, the story of Purple Moon
was, as Laurel sees it, "the crucible" that forged
her outlook on the "responsibilities of creative individuals
to their cultures" (6).
Laurel says that in the 21st century, design innovators also
must become economic innovators, embedding their wisdom into
a "new economy" that must confront issues of politics
and ethics and cease placing public benefit against private
gain. Utopian entrepreneurs, she says, "manifest a different
ethic simply through the force of their choices and actions.
They insist that the practices and outcomes of the businesses
they build be harmonious with the public good, even when it's
perfectly legal and often more profitable to do otherwise"
(7). Yes, she says, socially positive creators are held to
a higher standard.
Laurel continues, as she has over her career, to inject humanistic
values into her work. She believes culture work is
a more appropriate description for the work she does. Doing
culture work requires research and relies on an understanding
of perception, cognition, and how people construct meaning.
Utopian Entrepreneur is a call to action, invoking
Enlightenment principles as the basis of its humanistic work.
Gene Roddenberry used to tell me stories about the exploits
of his younger days. Of course, being the great storyteller
he was, he told many stories, which were most of the time
funny as hell. He also told me about his origins from a particular
Scottish clan and the pattern of their kilt. He said there
are more forms of truth and beauty than we understand. Eventually
we will come to understand that it is not sameness that defines
our humanity, but our infinite diversity.
An avowed humanist, Gene thought he could make a difference.
Although he never saw residuals from the original Star
Trek series, we laughingly shared together one day the
deeper meaning of the realization of his $1 million annual
salary for Star Trek: The Next Generation. He had turned
his humanistic work into the value it deserved despite the
realities of the market economy.
Laurel echoes Gene's sentiment in her design perspective.
"Creating the affordances for people to construct their
own identities and communities is key to successful culture
work," she points out. Supporting personalization is
a "powerful and graceful way to acknowledge and celebrate
difference" (51). She calls for a return to humanistic
values in order to validate our ability to create a better
future and to offer an ethical ground and methodology for
setting about it.
Technology is not our greatest danger, Laurel says. She believes
the stories of our times pose the greatest threat. Change
the stories, she says, and you change how people live.
Brenda Laurel believes we have learned to be good consumers,
but not good citizens. Our children and our democracy face
deterioration if education and political participation continue
their decline. When people are not well informed, she says,
they could very well wake up one day only to find their government
and their lives gone.
Considering these issues in terms of agency, Laurel says,
may be a positive approach to solving them. Being able, she
says, to see the effects of our actions gives us the sense
of personal power that we hunger for, especially the young.
She suggests that one of the most highly leveraged actions
we can take with our growing technological power is to improve
our ability to simulate complexity.
Following in the tradition of Douglas Englebart, inventor
of the mouse and other interactive computer innovations that
came out of his lab at Stanford in the 1960s, Laurel believes
that by augmenting our intelligence with simulations that
help us to visualize causality and evaluate options, we will
be able to make better judgments when problem solving. The
ability to create and test models of system dynamics makes
us better thinkers, she thinks.
Laurel suggests that the creation of interactive simulations
of complex systems "is one of the most highly leveraged
goals we can achieve with our burgeoning technological power"
(69). This belief reiterates the underlying intention of the
vision of those who propelled the construction of our emerging
media environment. Their intention was to develop computational
communication media for intelligence augmentation. The goal
was to get to a better and changed way of thinking. Their
vision, compelled by this intention, set in place the policy
and funding to support a visionary research agenda for the
creation of our current computational media. That time, referred
to as the "golden age of research support," was
the decade of the 1960s.
Support for science and technology research through the Advanced
Research Projects Administration (ARPA), predecessor of the
Defense Advanced Research and Projects Administration (DARPA),
then enjoyed a prominence that has never again been matched.
Part of ARPA's philosophy aimed at radical change rather than
incremental improvement. To support this objective, an innovative
management style was given the freedom to shape a larger vision
through a coherent research program. This management style
relied on internal reviews rather than on a peer-reviewed
process, long-term funding to foster technologies, disciplines,
and institutions rather than on a shortened time horizon aimed
at bringing work to application, and a short chain of command
that necessitated a very few in the review and approval of
a project proposal. Red tape was kept to a minimum and project
proposals were turned around quickly, frequently with long-term
funding.
Laurel points out that even though current models are failing,
it makes no sense to "pull the plug on innovation."
With the closing of Interval, out of which spun her Purple
Moon, with the breakup that orphaned AT&T labs, and with
the "for sale" sign on Xerox PARC, Laurel wonders
how long it's going to take for industry to realize the fundamental
importance of innovative research and to think more than six
months out. When "the models start to fail," she
says, "the first funding cuts hit the researchers, creatives,
and far-out thinkers. It's an automatic reflex
but
short-changing research always turns out to have been the
wrong idea" (38).
She realizes that the problem with venture funding is its
fundamental shortsightedness, which does not seek to support
the kind of long-term research that spawns new industries.
She quotes computer pioneer Alan Kay, who echoed McLuhan's
sentiment that the best way to control change is to stay ahead
of it. Kay said, "The best way to predict the future
is to invent it" (38). It should be the task of utopian
entrepreneurs, Laurel says, to discover uses for simulation
that can be made into successful businesses in the near future.
In this light, Laurel offers rules of thumb for doing business.
She notes that she came about these rules not only by doing
things right, but also by "blowing it." The first
rule is to act like a leader. As the creative lead, the inventor,
or simply the person with the great idea, you must act like
a leader. Do not surrender to the approval of your colleagues
through egalitarianism.
Trust yourself. Give yourself credit for knowing and
trusting your judgment. Lack of confidence is your worst enemy.
Be the vision keeper. Only do what your heart can support.
Your job is to keep the vision clear, compelling, and understood
by all the players so that they are fully convinced of its
value.
You are not the CEO. Unless you are experienced in
this domain, leave the role to somebody who is good at it.
Make sure the CEO has time to run the company. The company's
daily operations will suffer if the CEO has to devote a lot
of time to tasks like fund-raising, which should be shouldered
by the Chairperson and other officers. Make sure these others
can help with these time consuming efforts.
Insist on being a member of your Board of Directors.
You need to know what is going on. Make sure your presence
is represented on the Board. Many decisions are made "off-the-record"
with investors. Being on the Board ensures your ability to
ask questions, participate in decisions, raise issues, and
vote.
Your Board must be active business partners. Because
Board meetings are where the important decisions are made,
make sure your members have the "energy, experience,
skills, wisdom, and mindshare" to contribute.
Understand the economy of your business. To whom does
your product or service have value and who is willing to pay
for it and how?
Be a realist. Be clear-minded about how long it will
actually take to be profitable. Seek long-term commitment
from investors to ensure it.
Avoid adversarial relationship between Marketing and Product
Development. Clear, explicit processes for assigning responsibility,
authority, and accountability to decision-makers avoids over
reliance on consensus decision-making, which can paralyze
a small company.
Finally, live healthy; work healthy. People need relaxation,
exercise, sleep and personal time. Allowing for anything less
damages human potential and jeopardizes the entire enterprise
(See 87-90).
What I found to be one of the most compelling of Laurel's
lessons learned was her brief primer on research as practice.
She offers four tricks for good design research, premised
upon the dictum that "good research is never done"
(41). After all, she says, some aspects, especially of people,
change all the time.
Noting that doing the research and paying attention to the
findings increases the odds of success by illuminating the
space of possibility and focusing of creative energies, Laurel
says that the first trick for good design research is to define
your research goal appropriately. If your goal starts with
the words "To prove that" you have already biased
your research by foreseeing its conclusion. Recast that goal
into a statement that begins with "To find out."
The second trick is to go deep into the work, even with a
small sample. Laurel supports qualitative research to support
large-scale quantitative studies. She feels quantitative studies
can be best used as brackets to help guide you at the outset
in choosing specific research directions. Qualitative studies
extend quantitative studies to find out what people's lives
are really about. Ethnographic work, field observations, and
in-depth interviews lend insight into their actual lives.
Laurel says she learned to use the "photo audit"
as an effective qualitative research technique. They gave
kids disposable cameras to photograph aspects of their lives.
The pictures, she says, gave them "priceless views into
the private worlds and experiences of our audience" (43).
Transforming your research findings into design principles
makes your findings "actionable." Laurel believes
that "'findings'" are not actionable until they
are transformed into statements about how to do things in
particular contexts." She offers the example that "People
like new challenges" translates into design rules like
"Provide multiple levels of complexity in game-play,"
or "Build in a progression of play patterns" (43).
This third trick transforms the findings into statements that
can be applied in particular contexts.
Finally, pay attention to what you have learned, she says,
even if your personal taste does not match what you have learned
or the "prevailing truisms" about your audience.
Although it is hard to avoid designing according one's predispositions,
the trick is to make the design true to the research findings
without abandoning those ideals (43).
Laurel also injects a little lesson on research ethics in
this her most recent work. The success of a project, no matter
how it starts up, she says, depends upon how values are applied.
An honest researcher must check their assumptions at the door
and resist the temptation to interpret in terms of their own
experience and values. The utopian researcher and entrepreneur
will use what they find out about people to give them something
nourishing back. This is where "you reclaim the values
you checked at the door" (45).
Purple Moon went into their research and work with the intent,
Laurel says, of doing good work for girls rather than preying
on their insecurities as fashion and cosmetic companies often
do in their product designs and marketing approach. The aim
was to combine the research findings with their values to
enable the distillation of better design principles that could
guide their creative work while retaining the integrity of
both.
Laurel emphasizes that risk equals reward. Culture workers
are often marginalized, she says, for having humanistic goals.
But she acknowledges that people who tend to succeed are extremely
tough-minded:
If you have the knowledge, self-discipline, and commitment
to pursue socially positive ideals through strenuously realistic
means; if you have the chutzpah to promote change at the level
of popular culture; then you are a hell of a lot more valuable
than any self-indulgent "creative" or dot-com carpetbagger
(31).
Brenda Laurel's Utopian Entrepreneur is a primer of
the lessons she has learned over a lifetime. Her attitude
and style are as they have been over the period of her public
work. Brenda embraces a set of ethical principles, funded
by the distilled wisdom of the Enlightenment. She makes no
apologies for this approach, which transcends post-modern
obscurities to paint a different moral landscape. This core
set of values comes through loud and clear in her writing
and supports her creative work as well as her business judgments
and decisions.
She began her essay wondering if invoking the Enlightenment
at the dawn of the 21st century may not be a bit retro. She
ends her story, answering her query:
The Enlightenment humanists' core values and methods were
at odds with both the institutions of power and the "popular
culture" or street wisdom of their time. By bravely
deploying their contemporary mass media, the Encylopaedists
brought around profound changes in institutions, cultural
practices, arts, sciences, and philosophy, which continue
to frame our lives today (103).
Using the computer as a character worthy of myth, Laurel
advocates activating what she calls the culture-technology
circuit to change both the technology and the ethos of computing,
that is, to do culture work. Framing her aim within this myth,
Laurel does what she has done throughout much of her past
work. She recognizes and proclaims that "We can manifest
a different future, and we must" (103).
1. See Carl Mitcham (1996)."Notes Toward a Philosophy of
Meta-Technology." Techné, 1, nos. 1 and 2. Digital
Library and Archives. [On-line] http://borg.lib.vt.edu/ejournals/SPT/v1_n1n2/mitcham.html
(20 October 2001).
2. See Rita Lauria (2001). "In Love with Our Technology:
Virtuality, A Brief Intellectual History of the Idea of Virtual
Reality and the Emergence of a Media Environment." (Submitted
for publication).
3. See Chapter 4, Funding a Revolution: Government Support
for Computing Research (1999). (Washington, D.C.: National
Academy Press) [On-line] http://www.nap.edu/readingroom/books/far/notice.html
(20 October 2001).
Copyright © 2002 Rita Lauria. All
Rights Reserved.
Rita Lauria currently teaches at the University
of North Carolina Wilmington in the Department of Communication.
She is a Research Associate of the Media Interface and Network
Design (M.I.N.D.) Labs of Michigan and Ohio State Universities
and under the direction of Frank Biocca. Her research program
is Virtuality and Presence of Mind in Virtual Environments.
|