Académique Documents
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A Phenomenological Analysis of
Digital Technology
Luca M. Possati
Dans Hermès, La Revue 2020/1 (n° 86), pages 283 à 294
Éditions CNRS Éditions
ISSN 0767-9513
ISBN 9782271134059
DOI 10.3917/herm.086.0283
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Diagonales
Luca Possati
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We use IT appliances for communicating, wat- made by ordinary users throughout management of ICT
ching movies, paying our taxes, bills and doing shopping. appliance.1 This break entails deep consequences for our
Computers and software are one of the most important way of perceiving the world. As Floridi (2010; see also
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experience. The code must be absent: when I play a video Peloponnesian war, Alexios and Cassandra. Therefore Layla
game or look at a picture on my laptop screen, I do not see must choose whether to follow the story of either the former
the code, I do not even know what code is creating that or the latter. Her ultimate goal is to find the stick of Hermes
experience. In order to know the code and to understand Trismegistus and restore the final order of things.
it, I need a specific knowledge and a technique. However, The game offers a vast territory that can be explored
the code is the source of my digital experience. Aiming at freely. The player is placed into a setting that he / she can
reaching the core of the break between code and lived know in the smallest detail, potentially going on forever.
experience, in section 4, I wonder about the very nature of She / he can interact with his surroundings in many dif-
software, about the ontological definition of software as an ferent ways and can engage in combat with any person or
entity. In the last part of the essay, section 5, I argue that the animal, using a vast arsenal of weapons.
break between lived experience and code is recomposed by The most interesting characteristic of the game is that
imagination through the act of design. there are potentially endless development possibilities.
There are two kind of possibilities offered to the player: (a)
movements, that is the possibility of moving in the Odyssey
Assassin’s Creed: Odyssey III2 world, crossing valleys, islands, caves, beaches, lakes, half-
destroyed temples, cities, forests, etc.; (b) actions, namely
The video game Assassin’s Creed: Odyssey III (Ubisoft, the possibility of carrying out an action instead of another:
2018) is an open-world game in which the most important killing (above all), loving, making friends, making sex,
aspect is not a fixed and static goal (conquer a city, free stealing money, or having conversations with philoso-
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impersonate more characters and watch the game world appear. This difference produces the concealment of the
from multiple perspectives. finiteness of the combinations making the blocks appear
This all-encompassing experience poses a philoso- on the screen. The player is led to believe that these combi-
phical issue. As Triclot (2013, p. 18) writes: “where are we nations are infinite, uncontrollable, unpredictable, even if
when we play a video game? […] we are in an intermediate they are not. This illusion is a hallu-simulation. An open-
zone” (translation is mine). Triclot refers to Winnicott world game uses precisely this dissimulation effect to pro-
(2005) and his concepts of “transitional objects”. The expe- duce in the player a feeling of freedom and improvisation.
rience of the game – the play – lies neither in the subject
nor in the machine, but in their interaction. Defining this
intermediate area is very hard because it requires the analy- Code vs lived experience
sis of many different aspects: the pleasure produced by the
play, the consumer dimension, the user’s involvement in The Odyssey case study is useful to define the cen-
terms of senses, body and emotions, the mutual adaptation tral issue that the present paper aims at investigating. A
of software and user. video game is a relationship between a subject and a meta-
Playing is above all fun. As Caillois (1958) explains, medium, the computer (Manovich, 2013), that can go so far
following Huizinga (1951)3, the experience of fun is based as to redefine all aspects of the individual’s world percep-
on four essential and irreducible impulses mixed up in tions. An open-world game defines another world. How is
different proportions: competition, chance, simulation, this experience possible? Is there a digital experience?
vertigo (fear of defeat, bankruptcy, death, etc.). These The “softwarization” of the world is the most global and
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and social effects” (Manovich, 2013, p. 8‑9). It is a new kind Therefore, there is a difference between the code, i.e.
of lived experience requiring an entirely new philosophical the algorithm, used to play, which is a string of characters,
approach. a writing4, and the relation between the game and the users,
The relationship with the media is essential. By that is, the play itself. The first level is invisible: the compu-
redefining our media, the computer creates a new kind of tational process is hidden.
world experience: “[…] the computer media revolution For instance, one may think about the asymmetry
affects all stages of communication, including acquisition, between the discrete level of screen pixels and the vision
manipulation, storage, and distribution; it also affects all I have when I play my video game, which is continuous
types of media – texts, still images, moving images, sound, (Salanskis, 2011, p. 113‑114). This an effect of the digitali-
and spatial constructions” (Manovich, 2001, p. 19). zation consisting of two steps: sampling and quantization.
Software is the core of this revolution: “[it] shapes our Firstly, an image is translated into a set of screen pixels: it
understanding of what media is in general” (Manovich, is fragmented in minimal pieces. “Sampling turns conti-
2013, p. 121). nuous data into discrete data, that is, data occurring in dis-
Now, by transforming our media, software modifies tinct units: people, the pages of a book, pixels” (Manovich,
our experience of the world. In this redefinition, however, 2001, p. 28). Secondly, pixels are quantified; “[each pixel]
software opens up a radical and profound fracture. The is assigned a numerical value drawn from a defined range
thesis of this paper is that this fracture involves an issue (such as 0‑255 in the case of an 8-bit greyscale image)”
which is specifically a philosophical one. That is, the unity (Ibid.). Sampling and quantization are the two main stages
of the experience and the status of the digital experience. of the distance created by the code.
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algorithms, as well as the same software can refer to dif- computability, producing culture at a macro-social level
ferent algorithms; 3) even if I were the creator of the game, at the same time as it produces cultural objects, processes,
I could not be sure that the string I see on the screen next and experiences” (Ibid., p. 34). According to Finn, we must
to the one which I am playing on is just the string that pro- distinguish three different levels of interpretation of the
duces that game, because it could be an old version of the concept of algorithm: a) the computational reading, the
program that I created, which has meanwhile evolved, has pure mathematical structure theorized by Turing, Church
transformed itself – or thanks to other programmers. and Gödel, and which can be summarized by the concept
We can now better formulate the problem: what holds of effective computability; b) the cybernetic reading, deve-
together these two opposite sides – the algorithmic mani- loped above all by Wiener, in which the algorithm becomes
pulation and the lived experience – of one single event? the instrument for the control of information and commu
Why and how does the user interpret those electrical sti- nication applied to society, biology and physics; c) the sym-
muli produced by software in that precise way? bolic reading, according to which the algorithm develops
the idea at the root of magic, i.e. the use of language to
produce effects in the world.
What is software? b) Software is a living organism, and its life goes
beyond the machine and the particular experience of the
In responding to the objection, I want to highlight user. Software is an autonomous environment, with its own
some crucial aspects: rules. Software often updates itself, works and develops
a) Software is not a tool. It is not a mechanism such as without human intervention – the same engineers cannot
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result of cultural transmission; they have specific styles and it is a material a priori, to use a phenomenological expres-
aesthetic visions. I claim here that software has always a sion. Software is not the computer’s instruction booklet, a
tendency to go beyond its technical and logical-mathema- technical knowledge detached from the machine. Software
tical nature, and that this tendency produces a particular is the operating of the computer (or at least, an essential
form of cultural contents. part of it). Software writing takes place in the computer. It
Given this, how does the opacity of software differ from is performative: it does what it “says” (writes / re-writes).
that of other technologies? Let us suppose a human being This is why the illusion of transparency and immediacy of
traveling in his car. At some point the car breaks down. He technology turns into a paradox.
/ she stops and opens the car’s hood: what does he / she see? These considerations lead us to a crucial question:
He / she sees the engine. With technical knowledge, he / she what is software? We have to understand the specific nature
is also able to explain the car’s functioning and perhaps to of software to find the roots of the break between code and
repair it. In any case, the driver has, or can have, a direct lived experience.
perceptual experience of machine operations: combustion, Let us start with a definition that has become a classic:
petrol, internal mechanisms, etc. He / she can disassemble that of Wirth (1976), according to which “algorithms plus
the machine piece by piece and show the direct connection data structure equals programs”. This definition is extended
between movement and engine. by Manovich: the intellectual work of programming consists
Now let us consider another human being while using “of two interconnected parts: [the first one is about] creating
his laptop. Let us suppose that he / she decides to open the data structures which logically fit with the task which
the laptop and look inside: what does he / she see? He / needs to be done and are computationally efficient and [the
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do not eliminate the content but widen it, make it more terms of the type/token distinction” (Irmak, 2012, p. 70).
expressive. Nevertheless, Irmak’s conclusion also seems problematic
b) There is a deep distance between the binary language or incomplete. In which sense the following statement
and the physical states of the corresponding machine; “the “musical works and software come into existence by some
characterization of physical state in machine language as human being’s act of creation” (Ibid., 71) can help us to
zeros and ones is itself an abstraction; the kinds of physical understand the ontological status of software? Irmak’s the-
state that this language ’abstracts’ are boundless. They may sis, although true, does not make us progress at all.
be the electronic states of semiconductors, or the state of The whole problem must be re-considered. A software
polarization of optical media, or the states of punched paper ontology should start from what computer programming
tape, or the position of gears in Babbage’s 18th century ana- actually is, that is to say, a long and complex process arti-
lytical engine”. This process of abstraction becomes more culated throughout numerous phases. I think there are
and more wide: “the whole history of computer science has two key concepts to be considered: problem solving and
seen the careful construction of layer upon layer of distan- coding. The first one is the more creative part of the job. As
cing abstractions upon the basic foundation of zeros and many programmers say, “too sooner you start coding your
ones” (Colburn, 1999, p. 16). programs, the larger it is going to take”, thus “first think,
Colburn’s thesis is that we cannot reduce a side to the code later”. Programming is essentially problem solving.
other either: a monistic approach is useless in this case. Thus, understanding and defining the problem are the core
On the other hand, a dualistic approach cannot be causal: of this activity. We must know exactly what we want to
how can a string of numbers and operations give rise to a do, outline the solution – organizing tasks, subtasks, units,
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vision about a new possible world. The forms created by a event; it consists in “learning to perceive digital beings for
designer, unlike those of art, have a public use, a public life. what they are, without metaphysical superstructure […]”
More generally, design is always driven by the ambition for (Ibid., emphasis added).
a new society, a transformation of society. Design interprets and modifies our perceptive, aesthe-
Therefore, design is a phenomenological revolution: a tic and social experience, in order to answer to the chal-
revolution of our way of perceiving reality and society. “A lenge of the break between software and lived experience.
phenomenological revolution is produced when the act of Thanks to design, the fact of not experiencing code pheno-
perceiving is affected or modified by an artistic, scientific menologically becomes irrelevant to users – namely, users
or technical innovation” (Ibid., p. 17). The phenomeno- do not feel the need to look for software, although software
logical revolution in the digital age is a psychic and social is in fact the condition for their experience.
NOTES
1. By “lived experience” I refer to Heidegger’s concept of “being-in- 2. For the philosophy of video game, see Triclot (2013); Donovan
the-world”, “familiarity”, i.e. “a fundamental experience of the (2010); Juul (2005). For the psychology of games, see Turkle
world […] we do not normally experience ourselves as subjects
(2005).
standing over against an object, but rather as at home in a world
we already understand” (Blattner, 2007, p. 43). My approach 3. I refer to these authors, in particular Huizinga and Winnicott,
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