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Software and Experience.

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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Coordination, Michel Durampart

Diagonales

Luca Possati
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Luca M. Possati
Institute of Philosophy, University of Porto

Software and Experience


A Phenomenological Analysis of Digital Technology

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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parts of our everyday life. Our IT appliances have become Floridi, 2011) claims, the digital revolution brings up ques-
indispensable assets for the majority of contemporary indi- tions about the relations between physis and techne, respec-
viduals. It would have been hard to conceive our life if we tively understood on the one hand as nature and reality,
had not had them at our disposal. “This new revolution is and on the other hand as technique and technical practices.
arguably more profound than the previous ones, and we are I want to emphasize that this revolution affects first of all
just beginning to register its initial effects” (Manovich, 2001, the position and the role of human beings as perceiving
p. 19). As a matter of fact, we share with ICT (Information and epistemic agents. If the experience becomes digital, its
& Communication Technology) equipment a new kind of unity becomes problematic.
space, that is, the informational environment, the infos- The paper is organized as follows. I start (section
phere, “the global space of information, which includes the 2) by analyzing a case study: the video game Assassin’s
cyberspace as well as classical mass media such as libraries Creed: Odyssey III. A video game is a relationship between
and archives” (Russo, 2012, p. 66). Recognizing it “brings a human being (the user) and a machine that can go so
upfront the need to reinterpret Man’s position in reality far as to redefine all aspects of the world’s experience per-
– that is Man’s position in the infosphere” (Ibid.). taining the user. Analyzing the video game experience is
The present work aims at demonstrating that the useful because video games are one of the most extreme
software-based experience, namely the experience media- and profound digital experiences – currently one of the
ted by digital technology, therefore by software, is based most common ones in any case. In section 3, I examine
on a radical break between the code and what I call “lived the gap between code and lived experience. I claim that the
experience,” i.e. the use of the device – the experience code’s concealment is the necessary condition of the digital

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Luca M. Possati

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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a princess, kill the enemy, complete a path, etc.), but the phers, politicians or priests. The story is amplified also with
exploration of a world – a historical world in this case: the new parallel narratives provided by the developers through
ancient Greece and the Persian wars. The general narra- the game’s website, such as the stories “The Lost Tales of
tive plot is articulated in an infinite multiplicity of possible Greece: Daughters of Laila” and “A Poet’s Legacy”. It is
alternative stories: love relationships, travels, encoun- not a situation comparable to a book or a film that present
ters with other characters, knowledge of new parts of the closed, defined narrative evolutions.
context: the ancient Greece is represented in a mythical, This video game is not simply a story, an object, a
lunar, rarefied way. film, a toy, or a program, a formal system of rules making
The plot is complex, articulate and compelling. The a machine work, but an all-encompassing experience
game is a part of a saga. The protagonist is Layla Hassan, replacing – or trying to replace – reality and directly invol-
already present in Assassin’s Creed: The Origins (2017). The ving the user, the subject who plays, or the subjects who
game opens with the Battle of Thermopylae. The Spartan play together, as in multiplayer games. In this case, digital
king Leonidas leads his soldiers by urging them to fight technology creates new environments, and “those envi-
against the Persians of Xerxes. After this initial scene, the set ronments are at once either cognitive – in the sense of the
piece goes up to our days. During an archaeological expedi- space of knowledge – and applied – in the sense of the space
tion, Layla, an agent of the Assassin Brotherhood, finds the of application of such a knowledge” (Russo, 2012, p. 67).
ancient spear that belonged to Leonidas and, with the help This totalizing experience, in some cases, even comes to
of a friend, Victoria Bibeau, manages to extract the DNA challenge the user as a subject: think about the multi-
of two brothers who lived in the 5th century BC during the boxing mode, where a single player can play more roles,

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Software and Experience. A Phenomenological Analysis of Digital Technology

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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four categories are not fixed labels, but form a polarized, complex phenomenon of the last thirty years (1990‑2020).
moving space. The game is a free activity, separated from If we want to understand contemporary society, our ana-
the rest, which develops within a specific space, where the lysis cannot be complete until we consider software as the
four categories enter into ever-changing relationships. The main cultural (and philosophical) factor. Today every part
video game summarizes, takes to the extreme and trans- of our life, not only communication, has been expressed by
forms Caillois’ categories thanks to the digital technology. software. Software never sleeps: Google, Facebook, Amazon,
Triclot (2013) defines the relation between player and Twitter, eBay and the other main IT brands change their
machine in the video game an hallu-simulation: the player algorithms daily, and this is an automatic process. Many
finds himself / herself in an artificial world where every software change themselves by themselves: they have an
aspect is the result of a code, of software, except the player autonomous “life” materialized in many servers all over the
himself / herself. A hallu-simulation is a paradoxical com- world. This “life” is the core of the global economy, culture,
bination between the freedom of fun and the determinism social life and politics, but “this ’cultural software’ – cultural
of an algorithm. in a sense that it is directly used by hundreds of millions
The alternative universe produced by software is not of people and that it carries ’atoms’ of culture – is only the
purely mechanical or deterministic. The machine does not visible part of a much larger software universe” (Manovich,
eliminate chance at all, but controls it, and this produces the 2013, p. 7 – emphasis added). Therefore “software is the
player’s emotional reaction. In Tetris (Pazitnov, 1984), for invisible glue that ties it all together […]. software as a theo-
example, the number of types of shapes or blocks is more retical category is still invisible to most academics, artists,
limited than the number of ways these shapes or blocks can and cultural professionals interested in IT and its cultural

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Luca M. Possati

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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To solve this issue, we must ask ourselves another radical The code is hidden not simply because it is invisible.
question: what is software? The point is that writing and reading software are opposed
Let us go back on our case study. Odyssey III pro- to the experience of looking at an image. When I play the
duces a very precise simulation of a physical experience. video game I live a single and consistent experience of fun
The play presents two layers: the first one is the code, which and involvement. And yet, “behind the screen” there is
is an autonomous type of writing, ceaselessly reading and something completely different: a string of 1 and 0. Where
modifying itself; the second one is the lived experience, that does the synthesis come from? Learning to play does not
is, the interaction between the user and the metamedium mean learning the algorithm. I can also become a champion
depending on the effects of the code. I say “the interac- without knowing the code at all, nor the possible different
tion between the user and the metamedium” and not “the algorithms that “stand behind” the screen. I could also try,
interaction between the user and the machine” because when I play, to make a strange experiment: to observe on
the metamedium cannot be understood as a physical another screen, next to the one which I am playing on, the
machine. Of course, a metamedium involves many physical string of code that develops as the game goes on. However,
machines, but it is not just a bunch of devices. Actually, the I would not get much: 1) if I were not a programmer, that
physical devices do not really matter; I can have the same string would not tell me anything – it could also be a Balzac
experience (play my video game) on different devices. novel, I could not distinguish the two; 2) even if I were a
Then by “lived experience” I mean the interaction between programmer, I could not be sure that it is precisely that
the users and the metamedium conceived in both physical string of code that runs the game because the same game
and abstract sense. scene – the same effect – can be caused by very different

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Software and Experience. A Phenomenological Analysis of Digital Technology

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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a car engine or an electrical system. Behind software, there figure out what is the behavior of the system created by
is culture: a style of writing, an aesthetic vision, a social them: “Wall Street traders give their financial ’algos’ names
perception, a commercial objective. Software is a cultural like Ambush and Raider, yet they often have no idea how
system, in accordance to Geertz (1973), i.e. a network of their money-making black boxes work” (Ibid., p. 16). Web
meanings. This is the thesis of Finn (2017) which establishes pages are automatically generated from databases by using
a new “algorithmic reading” by creating concepts such as templates created by webdesigners; furthermore, “infor-
“algorithmic imagination” or “algorithmic aesthetics”. For mation about the user can be used by a computer program
Finn, the algorithm is not a simple symbols’ manipulation to customize automatically the media composition as well
separated from the meanings; it is not a purely syntac- as to create elements themselves” (Manovich, 2001, p. 37).
tic concept. On the contrary, the algorithm has not only c) Software has an artistic dimension. It is not just a
consolidated cultural and historical roots, but also signifi- combination of logical-mathematical signs and operations.
cant consequences on the way in which human beings act The beauty of software is a crucial element: the more beau-
and conceive themselves and their world. The algorithm “is tiful software is, the more it works and it is alive. Software
an idea that puts structures of symbolic logic into motion. It designers are artists and strongly claim this role (see Sack,
is rooted in computer science, but it serves as a prism for a 2019). The pioneers of digital media such as Sutherland,
much broader array of cultural, philosophical, mathemati- Nelson, Kay, Agroponte, Engelbart have underlined the
cal, and imaginative grammars” (Finn, 2017, p. 41). That is importance of the artistic factor in their inspiration (see
why the algorithm is a “culture machine” which “operates Wardrip-Fruin, Monfort, 2003). Of course, “culture” is
both within and beyond the reflexive barrier of effective behind all technological artifacts. Technologies are the

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Luca M. Possati

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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she does not see the machine working, but a cluster of cir- second one is about] defining the algorithms which operate
cuits that only partially tell him / her something about how on these data structures”. Thus, software is “a combination
the laptop works. This is the point: the actual functioning of a data structure and set of algorithms” (Manovich, 2013,
escapes continuously. Let us suppose that he / she is a pro- p. 207‑208). To make a comparison with language: “we can
grammer and knows perfectly the software that runs on compare data structures to nouns and algorithm to verbs. To
his/her computer. However, the connection between code make an analogy with logic, we can compare them to subject
strings and machine operations varies continuously. Let us and predicates” (Ibid., p. 211).
suppose – recalling our previous example – that he / she Is this first definition satisfactory enough for us? It
could visualize on three different screens at the same time is obviously not. It is a descriptive definition, not strictly
the electric impulses in the computer, the data stored in philosophical. We must go further.
the memory and the code strings. Even in this case, he / From an ontological point of view, software is an
she could not directly experience the connection between enigma. Colburn (1999) defines software by coining the
strings, data and electrical impulses. The user must pres- expression “concrete abstraction”, underlining its dual,
uppose this connection but cannot perceive and / or show almost contradictory nature. Abstractness and concrete-
it. Even if he / she dismantles the laptop, he / she will not ness are essential properties of software. Colburn develops
find this connection. The user cannot show why an abstract this thesis through two arguments:
symbol produces a physical effect. a) Computer programming is not a branch of pure
The reason for the discrepancy between code and mathematics – mathematics deals with formal abstrac-
lived experience is not in our ignorance. It is structural; tions, while programming deals with abstractions that

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Software and Experience. A Phenomenological Analysis of Digital Technology

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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physical state? Colburn prefers to speak of “pre-established etc. – and then select and design the algorithm. Even the
harmony” (Ibid., p. 17), namely a parallelism between code procedure of writing an algorithm in a correct way is not
and machine established not by God, but by the program- easy at all – for instance, its fundamental part is specifying
mer. “Programmers today can live almost exclusively in how a value will be assigned to an operation. The coding-
the abstract realm of their software descriptions, but since programming depends on a problem solving matter. The
their creations have parallel lives as bouncing electrons, choice of the programming language will be dictated by
theirs is a world of concrete abstractions” (Ibid., 18). the nature of the problem (building a website, making up
This conclusion is criticized by Irmak (2012) who pre- an app, etc.) and the languages available on the computer
fers to define software an “abstract artifact”, that is an abs- in use.
tract object, built by the human mind for a precise purpose. Therefore, I call software a specific artifact defined by
Software has no spatial characteristics, but it is placed in a) a problem, b) an algorithm (logic + control), c) a code (a
a time, as well as in a historical period – it is created and formal language). By this I do not mean that the only way
can be destroyed, unlike Platonic ideas. Irmak develops his to define software is a functional or instrumental one. I am
thesis through a comparison with music: “I think that both trying to isolate an elementary conceptual “cell” through
software and musical works are abstract artifacts which which to build our definition of software. I am only
are created by software engineers or composers with cer- saying that a basic form of software ontology – a discourse
tain intentions”, and therefore “computer programs are interested in defining software as entity before other tech-
not types and thus the relation between computer pro- nical, artistic, cultural and social determinations – should
grams and their physical copies cannot be understood in start from these three categories as connected parts of a

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Luca M. Possati

unique entity. In other words, I claim that these three cate-


gories are three variables whose unity is complex.
Conclusions. Design as imaginary act
First consideration: none of these aspects, taken
separately, is software. Second consideration: these levels Let us go back to our main issue: the break between
make software happen provided that they can be taken as a software and user experience. I want to propose a solu-
whole. Software is the dynamic synthesis of problem, algo- tion. My hypothesis is that the mediation between software
rithm and code. and lived experience must be sought in a more subtle and
Software is not the algorithm. The same algorithm can ­complex concept, that one lying in design. In the act of
design, imagination responds to the break produced by
be written in many different types of languages: there is
software. In all digital experience’s levels, from the construc-
no direct relationship. Obviously, the algorithm is essential
tion of software to the graphical unit interface (GUI) and to
because it is what is written – it is the meaning. However,
the physical machine, design guarantees the unity of digital
software cannot be identified with a single programming experience – and the unity of software as well.
language. It is not a single high-level or a low-level lan- From a philosophical point of view, design is a herme-
guage: we can in fact have different high-level or low-level neutical act which interprets and changes our experience.
languages connected to the same software, or vice versa. Vial (2013) claims that design transforms our experience
Likewise, we cannot state that software is just the machine in three ways: ontophanique, callimorphique and socioplas-
code, the pure binary code, even if it represents the heart of tique. The “design effect” is not to be understood as a logi-
the machine. By itself, a string of 1 and 0 has no meaning. cal consequence of a syllogism, but as a phenomenological
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Each aspect of software is interpretation: the algo- effect (Vial, 2017). A design object transforms and improves
rithm is translated into the high-level programming lan- firstly our sensorial perception. Vial calls this effect effet
guage, which in turn must be translated into the machine ontophanique. “The history of technical revolutions is the
language through low-level languages. The machine lan- history of ontophanique revolutions” because “there is no
guage, in turn, must be translated into a series of physical world’s manifestation outside the technical conditions in
states: that is the execution. The problem is the relationship which phenomena are possible” (Ibid., p. 21, translation
between these levels: Does the translation have a causal is mine). There is therefore a direct relationship between
the technical system and the perceptive mode. Perception
scope? Can an algorithm – that is, an abstract entity – give
is always built, amplified and transformed by the overall
rise to a physical state? If we accept Colburn’s position,
system of devices which we cope with (telephone, camera,
the programmer would be a sort of deus ex machina who
typewriter, laptop, etc.).
optimizes the level’s harmony upon request. Yet, often the Nevertheless, Vial mentions also another design
programmer does not know what really happens, he/she effect: the effet callimorphique. In fact, design produces the
cannot follow the life of software, he/she is unaware of its perception of formal beauty. Design means creating har-
developments. monious forms, with a character, an expression, an empa-
According to the perspective I propose, software is a thy, and therefore responding to a primary human need.
complex artifact, consisting of a set of elements, but irre- There is finally a third design effect: the effet socioplas-
ducible to only one of them. Its unity cannot be reduced to tique, that is, a desire for a social reform. Design invents
a sum of the parts. new ways of social interactions. It always encapsulates a

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Software and Experience. A Phenomenological Analysis of Digital Technology

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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is phenomenological. I start from the observation of how our because they are generally quoted in the literature on the game
common experience – above all our way of perceiving – is trans- and entertainment experience.
formed by the use of digital technology. In this sense, I use the
4. Here I use the expressions “code”, “writing” and “computation”
expressions “lived experience” and “users experience” as syno-
nyms insofar as digital technologies have become part of our almost as synonyms, although obviously there is a difference. See
“familiarity”. Hayles (2005).

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