Noise at The Interface
Noise at The Interface
Abstract
The notion of noise occupies a contested territory, in which it is framed as
pollution and detritus even as it makes its opposite1 a possibility - noise is
always defined in opposition to something else, even if this ‘other’ is not
quite clear. This paper explores noise in the context of ‘the interface’
asking what its affordances as an idea may contribute to our understanding of
interface. I draw historically on information theory in particular to initiate
this exploration.
Background
Noise can be understood in a wide variety of ways – most obviously as
unwelcome sound, either because of excess volume, inappropriate context or
inharmonic qualities of the sound. It can also be thought of outside of the
realm of sound - for example Information Theory defines it in contrast to
signal, which in turn is framed as the content of a message that one wishes to
communicate. Here, noise may or may not be sound; but it is the part of a
communication one does not want. Culturally speaking, noise has a particularly
interesting status – if we initially understand it as sidelined, unwelcome and
worthless; noise has, through these same qualities, also maintained an ongoing
power to express dissent from accepted norms, to question value, aesthetics,
hegemony. An understanding of Information Theory is useful here, as it was a
major factor in the development of the concept of ‘digital’ information,
together with some of the primary methods of dealing with such information.
The impact upon the interface within the context of Information Theory
In ‘A Mathematical Theory of Communication’ (1948) Claude Shannon, builds out
from work on Pulse Code Modulation by Nyquist (1924) and Hartley (1928),
outlining a way in which any communication might be encoded mathematically,
stored numerically and decoded back into its original form2. Information Theory
developed out of this to encompass the mathematics and the material means, the
electronics, logistics etc. Shannon’s initial focus was on strengthening
signals for the improvement of mass-media systems (telephone networks in
particular), but clearly developing a means to deal with information digitally
has impacted far beyond this initial remit.
1
What is the opposite of noise? The range of possibilities indicate something
of the flexibility of this term: Signal? Silence? Harmony? Even these are
subject to interpretation.
2
Thanks to Morton Riis here for pointing out that such processes can also be
traced back to work on the Vocoder, also carried out in Bell Laboratories in
the 1920s - 30s. (Schroeder 2004:3)
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Interfaces are points of exchange between two systems, though they are
concerned more with input than output (presumably every output of one system
is an input of another or by dint of not being an input elsewhere represent a
dead-end). Each of these boxes can be considered discrete systems – one can
think of interfaces between any two consecutive parts of this chain. Moving
briefly beyond the scope of Information Theory to focus on the characteristics
of the interface itself, one might invoke the process of ‘encapsulation’
within Object Oriented Programming (OOP). Encapsulation allows objects to hide
their internal methods such that only those methods that need to be accessed
outside the object are ‘public’. In effect an interface is the public face of
a (set of) processe(s) – to take an analogue example, the user of a Hi-Fi
amplifier doesn’t need access to the electronics that make it work, so only a
few controls are offered, the rest of its functionality hidden away inside the
‘black box’. Within OOP software interfaces, the encapsulation is quite
literal, a requirement of the process of coding itself. One can argue then
that whilst interfaces offer particular functionality, they also imply making
other kinds of interaction impossible, hiding away the workings within the
black box. Interfaces then, act as filters blocking out certain messages,
whilst privileging others for relay3.
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selection, not just the one which will actually be chosen since this is
unknown at the time of design. (Shannon 1948:1)
Culture as Information
The impact of Information Theory can be found in so many areas because it
provides such a reductive and therefore highly focused way of considering
communication. Despite enormous strides forward in technology since
Information Theory was at the ‘cutting edge’ it’s legacy is one of literally
millions of interfaces based on this reductive logic. At this scale, the
question of what is noise and what is signal, what is an appropriate spectrum
of possibilities to be communicated and how signal and noise is differentiated
is thrown into stark relief, drastically altering our experience of
technology, culture and biopolitics.
The ‘general intellect’ [i.e. knowledge as the main productive force] includes
formal and informal knowledge, imagination, ethical tendencies, mentalities
and ‘language games’. Thoughts and discourses function in themselves as
productive ‘machines’ in contemporary labour and do not need to take on a
mechanical body or an electronic soul. (Virno 2001)
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Conversely one might argue that despite operating through symbolic operations,
our experience of media and technology never boil down to only being a formal
language: these are the means of transformation, but the transformed material
still maintains a complex matrix of meanings beyond grammars toward the
gramatological. Here is a tension between the immanence of media, embodied in
its material means, and an immediacy of media, in which meaning is
communicated even as the medium itself is effaced (Bolter & Grusin 1999).
Bolter & Grusin’s notion of hypermediation (referencing the former)
complicates the situation, as they argue that foregrounding material and
mediated qualities can, counter-intuitively, come to represent a very
immediate experience. This is a discussion beyond the remit of this paper, but
media as information are caught in a perpetual cycle of reconstituted
meanings, only made more acute by the collapsing of differences between
content and interface, one medium and another.
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Software has traditionally been understood to place the user as its subject,
and the computational patterns and elements initiated, used and manipulated by
the user as the corresponding grammatical objects. (Cramer & Fuller op cit.
p.151)
The affordances of media as ‘digital information’ mean that on the one hand
the possibilities to manipulate content multiply drastically, whilst on the
other encapsulation of the interface easily obscures the restrictions and
boundaries of functionality. The filtering tendency of the interface therefore
has a homogenic, normative result on our experience of media by reducing the
breadth of possible interaction into prescribed choices through a kind of
aesthetic quantization. In combination with the propensity toward repetition
underwritten by media as information, such homogeneity is magnified manifold.
Filtering is not only relevant to the signal that gets through – everything
that isn’t input is bypassed as unacceptable, creating a kind of modulus
situation whereby non-compliant input is automatically recast as noise.
Noisy Tactics
One obvious way around this normative effect is to go beyond, or beneath, the
interface – beyond with actions that break or subvert it (for example through
circuit bending); beneath by invention of new interfaces through programming,
electronics or physical design, a situation in which the ‘tool becomes the
message’. (Cascone 2010)
Interface design involves decisions around what functionality will or will not
be provided, acceptable ranges of interaction and so on. Through this process,
interfaces become representations of the operational logic of the systems they
act upon. Despite the tendency for interfaces to exclude unwanted noise,
obsolescence means they soon become the source of new noise, embodying
outdated assumptions, giving realized form to fragmented schema. Nevertheless,
whilst broken or obsolete interfaces may represent dislocated knowledge, once
repurposed they also offer the possibility of bricolage and revitalized
meaning, outflanking homogeneity even in the act of repetition.
The recent interest in glitch art, whilst part of a long tradition of the
aesthetic possibilities of chance, failure and openness, is in one sense a
response to the suffocating, self-correcting hydra of informational dynamics.
Beyond the repetition of information, the normative qualities of the interface
are a result of filtering, quantizing the breadth of possibilities through
which interaction can occur. Glitches and failures overcome the seeming
inevitability of systemized communication.
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trajectory to some extent inevitable. The claims toward progress under a late
capitalist, post modernist, informational society mean that the nature of
revolutionary, antagonistic, or noisy aesthetics is always to provide new
territories for domination and control.
Interfaces are arbiters of noise and signal. Their influence when operational
is toward standardization, and when broken towards fragmentation and
dislocation. Their ubiquity demands attention, scrutiny and challenge. In
‘Glitch Studies Manifesto’, Menkman argues that only through focus on failure
as process, rather than outcome can such tactics overcome the normative
trajectories of culture and economy. Attali’s metaphorical noise is often
misread to equal signal noise: interference, distortion, dissonance; yet all
these prove to be as pliant and accommodating vessels for commodification as
consonance, harmony, clarity and so on. The trouble with difference is that it
implies an eternal connection to the very thing it negates.
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