
- 272 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
eBook - ePub
About this book
Virginia Heffernan “melds the personal with the increasingly universal in a highly informative analysis of what the Internet is—and can be. A thoroughly engrossing examination of the Internet’s past, present, and future” (Kirkus Reviews, starred review) from one of the best living writers of English prose.
This book makes a bold claim: The Internet is among mankind’s great masterpieces—a massive work of art. As an idea, it rivals monotheism. But its cultural potential and its societal impact often elude us. In this deep and thoughtful book, Virginia Heffernan reveals the logic and aesthetics behind the Internet, just as Susan Sontag did for photography and Marshall McLuhan did for television.
Life online, in the highly visual, social, portable, and global incarnation rewards certain virtues. The new medium favors speed, accuracy, wit, prolificacy, and versatility, and its form and functions are changing how we perceive, experience, and understand the world. In “sumptuous writing, saturated with observations that are simultaneously personal, cultural, and strikingly original” (The New Republic), Heffernan presents “a revealing look at how the Internet continues to reshape our lives emotionally, visually, and culturally” (The Smithsonian Magazine). “Magic and Loss is an illuminating guide to the Internet...it is impossible to come away from this book without sharing some of Heffernan’s awe for this brave new world” (The Wall Street Journal).
This book makes a bold claim: The Internet is among mankind’s great masterpieces—a massive work of art. As an idea, it rivals monotheism. But its cultural potential and its societal impact often elude us. In this deep and thoughtful book, Virginia Heffernan reveals the logic and aesthetics behind the Internet, just as Susan Sontag did for photography and Marshall McLuhan did for television.
Life online, in the highly visual, social, portable, and global incarnation rewards certain virtues. The new medium favors speed, accuracy, wit, prolificacy, and versatility, and its form and functions are changing how we perceive, experience, and understand the world. In “sumptuous writing, saturated with observations that are simultaneously personal, cultural, and strikingly original” (The New Republic), Heffernan presents “a revealing look at how the Internet continues to reshape our lives emotionally, visually, and culturally” (The Smithsonian Magazine). “Magic and Loss is an illuminating guide to the Internet...it is impossible to come away from this book without sharing some of Heffernan’s awe for this brave new world” (The Wall Street Journal).
Frequently asked questions
Yes, you can cancel anytime from the Subscription tab in your account settings on the Perlego website. Your subscription will stay active until the end of your current billing period. Learn how to cancel your subscription.
No, books cannot be downloaded as external files, such as PDFs, for use outside of Perlego. However, you can download books within the Perlego app for offline reading on mobile or tablet. Learn more here.
Perlego offers two plans: Essential and Complete
- Essential is ideal for learners and professionals who enjoy exploring a wide range of subjects. Access the Essential Library with 800,000+ trusted titles and best-sellers across business, personal growth, and the humanities. Includes unlimited reading time and Standard Read Aloud voice.
- Complete: Perfect for advanced learners and researchers needing full, unrestricted access. Unlock 1.4M+ books across hundreds of subjects, including academic and specialized titles. The Complete Plan also includes advanced features like Premium Read Aloud and Research Assistant.
We are an online textbook subscription service, where you can get access to an entire online library for less than the price of a single book per month. With over 1 million books across 1000+ topics, weâve got you covered! Learn more here.
Look out for the read-aloud symbol on your next book to see if you can listen to it. The read-aloud tool reads text aloud for you, highlighting the text as it is being read. You can pause it, speed it up and slow it down. Learn more here.
Yes! You can use the Perlego app on both iOS or Android devices to read anytime, anywhere â even offline. Perfect for commutes or when youâre on the go.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Please note we cannot support devices running on iOS 13 and Android 7 or earlier. Learn more about using the app.
Yes, you can access Magic and Loss by Virginia Heffernan in PDF and/or ePUB format, as well as other popular books in Social Sciences & Aesthetics in Philosophy. We have over one million books available in our catalogue for you to explore.
Information
1
DESIGN
Instead of introducing a narrative or a lyric structure, an app game called Hundreds begins with a hazy dynamic: expanding. A player meets no characters; rather sheâs put in mind of broadening her horizons, dilating on a subject, swelling with pride. Cued by dreamlike graphics, she feels her neurons inflate.
Next sheâs abstractly navigating a crowd in that expansive state. Sheâs flinching to keep from touching anyone else. Then, on top of all that, she is shot through with the urgent need to get someone alone, to guide him away from the crowd. Finally sheâs doing this while trying to avoid the blades of a low ceiling fan.
These obscure neurological half-narrative states and others, far stranger, are cunningly evinced by Hundreds, which is a masterpiece mobile puzzle game by Greg Wohlwend and Semi Secret Software. As in Hundreds (and 1010!, Monument Valley, and the marvelous blockbuster Minecraft), much of the best digital design bypasses language and can only be evoked by it, not denoted precisely.
Superb and sleek digital design like Semi Secret Softwareâs now live on apps. These apps are not so much intuitive as indulgent, and they put users far from the madding crowd of the World Wide Web. The extreme elegance of app design has surfaced, in fact, in reaction to the extreme inelegance of the Web.
Appreciating the Webâs entrenched inelegance is the key to understanding digital design both on- and offline. Cruise through the gargantuan sitesâYouTube, Amazon, Yahoo!âand itâs as though modernism never existed. Twentieth-century print design never existed. European and Japanese design never existed. The Webâs aesthetic might be called late-stage Atlantic City or early-stage Mall of America. Eighties network television. Cacophonous palette, ad hoc everything, unbidden ads forever rampaging through oneâs field of vision, to be batted or tweezed away like ticks bearing Lyme disease.
THE ADMIRING BOG
Take Twitter, with its fragmentary communications and design scheme of sky-blue birdies, checkmarks, and homebrew icons for retweets, at-replies, hashtags, and hearts. Itâs exemplary of the graphic Web, almost made to be fled. Twitterâs graphics can be crisp and flowy at once, if youâre in the mood to appreciate them, but the whole world of Twitter can rapidly turn malarial and boggy. The me-me-me clamor of tweeters brings to mind Emily Dickinsonâs lines about the disgrace of fame: âHow publicâlike a Frogâ/To tell oneâs nameâthe livelong Juneâ/To an admiring Bog!â
That boggy quality of the Webâor, in city terms, its ghetto qualityâwas brought forcefully to light in 2009, in a sly, fuck-you talk by Bruce Sterling, the cyberpunk writer, at South by Southwest in Austin, Texas. The Nietzschean devilishness of this remarkable speech seems to have gone unnoticed, but to a few in attendance it marked a turning point in the Internetâs unqualified celebration of âconnectivityâ as cultural magic. In fact, Sterling made clear, connectivity might represent a grievous cultural loss.
Connectivity is nothing to be proud of, Sterling ventured. The clearest symbol of povertyânot canniness, not the avant-gardeâis dependence on connections like social media, Skype, and WhatsApp. âPoor folk love their cell phones!â he practically sneered. Affecting princely contempt for regular people, he unsettled the room. To a crowd that typically prefers onward-and-upward news about technology, Sterlingâs was a sadistically successful rhetorical strategy. âPoor folk love their cell phones!â had the ring of one of those haughty but unforgettable expressions of condescension, like the Middle Eastern treasure âThe dog barks; the caravan passes.â
Connectivity is poverty, eh? Only the poor, defined broadly as those without better options, are obsessed with their connections. Anyone with a strong soul or a fat wallet turns his ringer off for good and cultivates private gardens (or mod loft spaces, like Hundreds) that keep the din of the Web far away. The real man of leisure savors solitude or intimacy with friends, presumably surrounded by books and film and paintings and wine and vinylâoriginal things that stay where they are and cannot be copied and corrupted and shot around the globe with a few clicks of a keyboard.
Sterlingâs idea stings. The connections that feel like wealth to many of usâcall us the impoverished, we who brave Facebook ads and privacy concernsâare in fact meager, more meager even than inflated dollars. Whatâs worse, these connections are liabilities that we pretend are assets. We live on the Web in these hideous conditions of overcrowding only becauseâit suddenly seems so obviousâwe canât afford privacy. And then, lest we confront our horror, we call this cramped ghetto our happy home!
Twitter is ten years old. Early enthusiasts who used it for barhopping bulletins have cooled on it. Corporations, institutions, and public-relations firms now tweet like terrified maniacs. The âambient awarenessâ that Clive Thompson recognized in his early writings on social media is still intact. But the emotional force of all this contact may have changed in the context of the economic collapse of 2008.
Where once it was engaging to read about a friendâs fever or a cousinâs job complaints, today the same kind of posts, and from broader and broader audiences, can seem threatening. Encroaching. Suffocating. Our communications, telegraphically phrased so as to take up only our allotted space, are all too close to one another. Thereâs no place to get a breath in the Twitter interface; all our thoughts live in stacked capsules, crunched up to stay small, as in some dystopic hive of the future. Or maybe not the future. Maybe now. Twitter could already be a jam-packed, polluted city where the ambient awareness we all have of one anotherâs bodies might seem picturesque to sociologists but has become stifling to those in the middle of it.
In my bolshevik-for-the-Internet days I used to think that writers on the Web who feared Twitter were just being old-fashioned and precious. Now while I brood on the maxim âConnectivity is poverty,â I canât help wondering if Iâve turned into a banged-up street kid, stuck in a cruel and crowded neighborhood, trying to convince myself that regular beatings give me character. Maybe the truth is that I wish I could get out of this place and live as I imagine some nondigital or predigital writers do: among family and friends, in big, beautiful houses, with precious, irreplaceable objects.
The something lost in the design of the Web may be dignityâmaybe my dignity. Michael Pollan wrote that we should refuse to eat anything our grandmothers wouldnât recognize as food. In the years I spent at Yahoo! Newsânot content-farming, exactly, but designing something on a continuum with click bait, allowing ads into my bio, and being trained (as a talking head) to deliver corporate propaganda rather than report the newsâI realized I was doing something my grandmothers wouldnât have recognized as journalism. Privately I was glad neither of them had lived long enough to witness my tour of duty in that corner of the Web, doing Go-Gurt journalism.
RESPITE
Which brings me back to Hundreds and the other achingly beautiful apps, many of which could pass for objects of Italian design or French cinema. Shifting mental seas define the experience of these apps, as they do any effective graphic scheme in digital life, in which the best UX doesnât dictate mental space; it maps it. These apps caress the subconscious. The graphic gameplay on Hundreds seems to take place in amniotic fluid. The palette is neonatal: black, white, and red. The path through is intuition.
And this is strictly graphics. No language. Text here is deep-sixed as the clutter that graphic designers always suspected it was. The new games and devices never offer anything so pedestrian as verbal instructions in numbered chunks of prose. âIf they touch when red then you are dead,â flatly states a surreal sign encountered partway through Hundredsâs earliest levels. Thatâs really the only guideline you get on how Hundreds is played.
Playing Hundreds is a wordless experience. Even that red/dead line of poetry is more music than meaning. Thereâs an eternity to the graphic swirl there; itâs the alpha and the omega. âDeathâ would be too human and narrative an event to happen to the fog-toned circle-protagonists. These circles mostly start at zero. You drive up the value of the circles by touching them and holding them down, aiming each time to make the collective value of the circles total 100 before they run into an obstacle, like a circle saw.
Nothing about losing in Hundreds feels like dying. The music continues; the round can be replayed. No pigs (as in Angry Birds) or shirtless terrorists (as in Call of Duty) snort and gloat. You start again. Who says losing is not winning, and the other way around? In Hundreds even gravity is inconstant.
FRISBEE FOREVER
Digital, kaleidoscopic design can serve to undermine language. To deconstruct it. Deconstruct is still a frightening word, bringing to mind auteur architects and Frenchmen in capes. Here I use it to mean that digital design, especially in games, can call attention to the metaphors in language and teasingly demonstrate how those metaphors are at odds with languageâs straight-up, logical claims. So life and death are binary opposites? Not on Hundreds, which teaches the sublingual brain that life and death are continuous, world without end. Mixing up life and death in this way is, in fact, the operative principle of video games, as Tom Bissellâs masterful Extra Lives: Why Video Games Matter convincingly argues.
Before the Internet, but presciently, Marshall McLuhan credited the worldâs new wiredness with dissolving binaries in the way of Buddhism: âElectric circuitryâ (which elsewhere he calls âan extension of the human nervous systemâ) âis Orientalizing the West. The contained, the distinct, the separateâour Western legacyâis being replaced by the flowing, the unified, the fused.â
Where some game design breaks down language and the distinctions that undergird it, other design is tightly structuralist, instantiating boundaries and reminding players that theyâre contained, distinct, and separate. Frisbee Forever, a kidâs game Iâm choosing almost at random, works this way. A free candy-colored mobile game in which the player steers a Frisbee through a variety of graphic environments that look variously beachy, snowy, and Old-Westy, Frisbee Forever is one of those garish games at which some parents look askance. But the very week I downloaded Frisbee Forever for my then-six-year-old son, Ben, the Supreme Court ruled that video games were entitled to First Amendment protection, just like books, plays, and movies. I decided the game formally had redeeming value when I read Justice Scaliaâs words: âVideo games communicate ideasâand even social messagesâthrough many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the playerâs interaction with the virtual world).â
So whatâs the ideaâand even the social messageâbehind Frisbee Forever? The message is deep in the design: Never give up. Like many successful games, Frisbee Forever is built within a pixel of its life to discourage players from quittingâbecause if you quit, you canât get hooked. The gameâs graphic mechanics gently but expertly escort players between the shoals of boredom (âToo easy!â) and frustration (âToo hard!â). This Scylla-and-Charybdis logic is thematized in the design of many popular app games (Subway Surfer, the gorgeous Altoâs Adventure, and many of the so-called endless runner games). At PBSâs website, for which educational games are always being designed, this protean experience is called âself-leveling.â Tailored tests and self-leveling games minimize boredom and frustration so thatâin theory, anywayâmore people see them through.
This is certainly the logic behind Frisbee Forever. Just as a player steers her disc to keep it in the air, so Frisbee Forever steers her mood to keep her in the game. Itâs like a model parent. If a kidâs attention wanders and his play becomes lackluster, the game throws him a curve to wake him up. If he keeps crashing and craves some encouragement, the game throws him a bone. Curve, bone, bone, curve. Like life.
And thatâs a potential problem. Whatâs lost is bracing disorder, the spontaneous adaptations that lead to art and adventure and education. Frisbee Foreverâand anything else self-levelingâconjures a fantasy world thatâs extremely useful when lifeâs disorderly. But when things settle down in reality, the Frisbee game is too exciting. It does nothing to teach the all-important patience and tolerance for boredom that are central to learning: how to stand in line, how to wait at Baggage Claim, how to concentrate on a draggy passage of text. In fact self-leveling games suggest you never have to be bored. At the same time, Frisbee Forever is not nearly challenging enough. In real life you have to learn to tolerate frustration: how not to storm away when the pitcher is throwing strikes, how to settle for an Italian ice when sundaes are forbidden, how to try the sixth subtraction problem when youâve gotten the first five wrong.
I find pleasing magic in the design of many digital and digitized games: Angry Birds, WordBrain, Bejeweled, Candy Crush. But I use their graphic worlds to keep myself safe from unstructured experience. To shut out mayhem and calm my mind. Often I find I want to keep the parameters of boredom and frustration narrow. I feel I need to confront rigged cartoonish challenges that, as it happens, you canâwith pleasurable effortâperfectly meet. Games, like nothing else, give me a break from the feeling that Iâm either too dumb or too smart for this world.
Iâm not the only one in my demo. Thanks to the explosion of mobile games that have drawn in the crossword and Sudoku crowd, adult women now make up a bigger proportion of gamers (37 percent) than do boys eighteen and younger (15 percent), according to a study by the Entertainment Software Association. The average age of gamers is now thirty-five.
But of course I wonder what real challenges and stretches of fertile boredom, undesigned landscapes, and surprises Iâm denying myself. And maybe denying my children.
SPRAWL
The schism between the almost fascist elegance of the sexiest apps, like Hundreds, and the chaotic-ghetto graphic scheme of the Web may have been inevitable. In the quarter-century since Tim Berners-Lee created the immensely popular system of hyperlinks known as the World Wide Web, the Web has become a teeming, sprawling commercial metropolis, its marquee sites so crammed with links, graphics, ads, and tarty bids for attention that theyâre frightening to behold. As a design object, itâs a wreck.
There are two reasons for this. Two laws, even. And complain as we might, these two laws will keep the Web from ever looking like a Ferrari, Vogue, or the Tate Gallery. It will never even look like a Macintosh or an iPad, which is why Apple has taken such pains since the App Store opened to distance itself from the open Web, that populist place that is in every way open-source and to which we all regularly contribute, even if just with a Facebook like or an Etsy review.
1. The Web is commercial space.
The major links and sites are, of course, now paid for by advertisers, who covet click-throughsâor, better yet, taps of the âbuyâ button, which started to figure prominently on sites like Pinterest in 2015âand never stop fishing for attention. You think youâre reading when youâre on the Web; in fact youâre being read. This is why the Web is now palpable as the massively multiplayer online role-playing game itâs always been. You are playing the house when you play the Web, and the house is better at reading you than you are at reading it. To return to the bolshevik framework, Read or be read is todayâs answer to Leninâs old who-whom, Who will dominate whom?
The fact of this jockeying came home to me forcefully the first time Google introduced Panda, a series of changes to the companyâs search algorithm that reconfigured the felt experience of the Web. Thatâs right: Panda influenced the whole Web. As surely as the graphic scheme of my desktop and gadgets is determined by Apple, the graphic scheme of my life on the Internet is determined by Google.
Before Panda was rolled out in 2011, the Web had started to look Hobbesian, bleak and studded with content farms, which used headlines, keywords, and other tricks to lure Web users into looking at video ads. Even after its censure by Google that dystopian version of the Webâas ungovernable contentâis always in the offing. Itâs like demented and crime-ridden New York City: even after Giuliani and Bloomberg, we know that city could always come back.
Hereâs a flashback to the bonkers Web of 2011, as surreal as it sounds: Bosses were driving writers to make more words and pull photos faster and for less pay so they could be grafted onto video that came with obnoxious preroll advertisements. Readers paid for exposure to this cheaply made âmediaâ in the precious currency of their attention. Prominent sites like Associated Content, Answerbag, Demand Media, parts of CNN, part of AOL, and About.com (which was then owned by the New York Times) looked creepy and hollow, a zombie version of in-flight magazines.
âAnother passenger of the vehicle has also been announced to be dead,â declared one muddled sentence on Associated Content. âLike many fans of the popular âJackassâ franchise, Dunnâs life and pranks meant a great amount to me.â This nonsense was churned out in a freelance, white-collar version of the Triangle Shirtwaist Factory. Many content-farm writers had deadlines as frequently as every twenty-five minutes. Others were expected to turn around reported pieces, containing interviews with several experts, in an hour. Some composed, edited, formatted, and published ten articles in a single shiftâoften a night shift. Oliver...
Table of contents
- Cover
- Dedication
- Preface
- 1. Design
- 2. Text
- 3. Images
- 4. Video
- 5. Music
- 6. Even If You Donât Believe in It
- Acknowledgments
- About Virginia Heffernan
- Index
- Copyright