You pick up your poison and you surrender wrote The
Village Voice about Blam! 3, the last eructation from
Eric Swenson and Keith Seward, together known as Necro Enema Amalgamated.
I had been warned. I had read the press release which hovered
on the edge of racism and other improprieties. I had been told
about the filthy images - bloody breast operations, sex with animals,
corpses. And I was aware of NEA's interpretation of interaction
as super malevolent user training and tracking, in short,
SMUTT. But I still fell into NEA's trap when I took a look at
Blam! 3. I became the classic example of the user at whom
Blam! 3 is directed; the user who will click onto anything
to find his way through the information, who expects to be able
to exit the CD-Rom by clicking 'quit', that genteel, self-choosing,
user from the interactive utopia.
Unsuspectingly you start the CD-Rom, only to be overwhelmed by
the ugly, imposing, techno. The sound is twice as loud
as you thought your computer could handle. You diligently try
to find the control panel, to be able to adjust the sound level.
In vain: it is not possible. Meanwhile, all that clicking has
landed you in a zone of the CD where pictures fly by that you
do not wish to see, piles of dead bodies, deformed children, amateurish
pornography, and the image flickers with a vengeance. You click
on and on in search of the exit, but to no avail. Clicking impatiently,
you find yourself among texts of hatred, barefaced homophobia,
curses cruder than you have ever read before, incitation to murder.
Escape does not work. Apple-Q does not work. There are two options:
to wait patiently until you are back in the interface, where -
very tidily - it says Quit at bottom right, or to pull
out the plug. If you quit in the appropriate fashion, you will
be treated to the words Goodbye forever! and a three-minute
film of one of the inventive creators defecating in close-up.
Very funny.
Nevertheless, it is worthwhile viewing the CD once more. Because
one of its many irritating characteristics is that it is horribly
well-made: state-of-the-art. Thus, Blam! 3 convincingly
violates the conventions of the banal CD-Rom concept. Texts that
you are supposed to read keep blinking, and if it is not the text,
it is the background. The mouse pointer is missing; by moving
your mouse you activate underlying clickable elements - if there
are any. You cannot do anything with the keyboard. But everything
tallies, everything works, and once you are used to it, it all
seems very 'natural'. Moreover, the use of colour is overwhelming.
Other CD-Roms pale before Blam! 3 when it comes to interface
design and implementation of the possibilities of Director.
NEA is a fervent and convinced opponent of the wide-spread myth
of the new media giving all power to the user. According to NEA,
'interaction' as designed on the WWW and CD-Roms has nothing to
do with 'user empowerment'. Interactive media are programming
the users, programming choices, programming the users' behaviour
and thought.
NEA has radicalised this insight into interaction design = design
of a dictatorship. This is realised in Blam's 'philosophy'
of 'user hostility', which is explained in two texts included
on the CD. What is striking is that NEA's theory on 'user tracking'
corresponds in all respects with the programmes on commercial
websites, which will track out the visitors' movements and then
serve up such information as matches the visitor's profile. Whether
this is to the advantage of the user (who receives tailor-made
information) or the supplier (who serves up what will encourage
the user to buy or return) is irrelevant. This is where the circle
between rabid user hostility and commercial customer-friendliness
is closed: Blam!'s user hostility provides the means for
tailor-made customer service. It is the reversal of the WWW utopia
of the user him/herself selecting the information that he/she
wishes to consult.
Blam! proves that the 'design of freedom for the user' is a dictatorial
matter, and has all the characteristics of totalitarianism. Blam!
3 demonstrates what this means: there is no escape. There
is only one world, one option, 'affirm action', and that is what
you are stuck with. That Blam! 3 is full of vile image
material and even viler texts and theories - things you would
not easily watch or read if you had a choice - enhances your feeling
of being locked up. It is totalitarian that you have to see, read,
experience this. And yet, it is not quite right.
NEA, as the 'Devil's Advocacy Group', aims to take up any cause
in the face of even the most hallowed truths. This explains
the toying with perversities and hateful socio-racial rhetoric.
Swenson and Seward defend every wrong idea, but to what purpose?
Who is the virgin to be sanctified, against which this devil's
advocate argues? If it is indeed the idea of 'interaction is user
empowerment', why choose this material as content? As subtle as
Blam! 3 is in interface design and implementation of the
Director possibilities, as banal and inconsiderate are the designers
in the elaboration of content.
Blam!'s strategy appears to be related to that of the historical
avant-garde: creating art by undermining ingrained conventions
or ridiculing anything sacred. In their manifesto-like writings,
NEA does not beat about the bush: the idea is to rub the user's
nose in his conditionableness. This is often precisely what a
successful work of art does to a reader or viewer (who becomes
irritated, confused), but, with the same movement, such works
also add a bonus in the form of insight, a glance into a richer
world, or an aesthetic experience. Blam!, on the other
hand, never gets beyond causing irritation.
It is a hard and fast rule that, in a work of art, content and
form cannot be separated from each other. If you adhere to this
rule, Blam! 3 is a confusing piece of work which your critical
glance cannot get a grip on. But if you no longer regard NEA as
authors or artists, but rather as designers, everything falls
into place.
Blam! is ultimately the project of two designers who are
perfectly aware of the possibilities of Director, but lack a content
with which they can freak out. Therefore, out of sheer spiritual
poverty, they are flirting with 'incorrect' material like two
irritating 'bugs', to annoy the user even more. You can hear them
giggle like Beavis and Butthead. Yeah, cool, hu-hu. It
is fake, insincere, and because of this they never get beyond
measly taunting. He-he. Compare it with a Céline
whose only intention is to bother the world with politically incorrect
babble and sits at home sniggering over his own bad joke.
Therefore, Blam!'s criticism of the idea of interaction
as 'user empowerment' cannot be taken entirely seriously. It is
taunting. What remains is the design: beautiful colours and state-of-the-art
interface design.
Now, how can the freedom-loving user still, without irritation,
acquaint himself with the totalitarian hell of Blam! 3?
You pick up your poison and you surrender? No. Be patient
(more patient than is required by the TV, or a book). And shift
the interaction from system to machine. Where clicking the mouse
fails to bring about a dialogue with the system, it is still possible
to control the machine on which the system is run. The irritating
techno can be eliminated by a headphone plug in the headphone
port, the image can be faded out with the clarity switch on the
monitor. While you are waiting, read a poem and go back to the
computer when the misery you want to avoid is over. It is a bit
primitive, but it works, and who knows, such a treatment of (or
rather action against?) the medium could enhance your 'critical
glance' on the world behind the screen and the interaction. And
that is your user's licence.