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Promiscuous Design depends upon viewer participation
to gain meaning. With each click of the mouse, viewers
add compounding layers of sound, images and text. Upon
entering the site, viewers are immediately accosted
with feedback sounds which continue to play as long
as the window is open. Depending on what the viewer
has activated, the audio may include (on top of the
feedback loop) a whispering or a radio-news broadcast
and/or set of instructions which bombards the user's
space and with more clicks through the "Channels"
part of the site, more content appears onto the picture
plane as well as the words, "culture, property,
law, monetary, speech, the keel". At the same time,
the initial words and phrases begin to be "scratched"
out, the words literally appear doodled over, and the
site begins continue to be increasingly degraded and
become more chaotic. By placing the mouse over new words,
viewers open new dialogue boxes that contain more text13.
Initialising the "Frequencies" section of
the web site launches further layers of action (for
example, scrolling vertical lines, boxes, images, mini-movies
and/or a grid obscuring the entire user screen). Each
activated element may build up and accumulate upon one
another.
The more buttons checked, the more sounds, scribbles,
arrows, images, lines, boxes, and movies appear so that
the user's interaction ultimately leads to the work's
deconstruction and hence reflects the piece's work as
referenced by its more "Promiscuous Design."
Nelson believes that Promiscuous Design
may be defined as a "combination of performance
and topographic space making."14
The performance lies in the user's creation and the
"topographic" is defined by the "single
term titling present on each page, [and] within the
differences in sound and image."15
The piece unfolds and expands, layer by layer as a direct
result of users' decisions in exploring the work. Promiscuous Design causes viewers to experience the site
as a multi-layered sensory driven environment where
complex and unexpected user interface reactions can
create user mayhem. The net driven artwork forces users
to navigate through unmarked paths to reach an undefined
goal. Nelson sees both the frustration and annoyance
[as] central to the enjoyment"16
and investigation of his work. Each environment within
Promiscuous Design is filled with hidden
links and Nelson accepts that few people will "ever
see the entire work, will ever click on each link, or
will ever find each section."17
He states that, therefore, the "meaning of any
net-art creation have to be multiplied and varied"18
While viewers struggled to navigate Promiscuous Design, Nelson is more concerned with their overall
receptive experience, be it good or bad.
Promiscuous Design challenges users' preconceived
notions of space and time. The Internet as a digital
medium does not occupy any physical space; rather it
resides within time and the liminal space of the digital
infrastructures that holds it and gives it definition.
As a piece of net art, Promiscuous Design requires
a viewer to validate the work through his/her own personal
experiences of how the Internet functions.
Promiscuous Design may be improperly
considered as delimiting due to questions of inaccessibility.
Nelson's collection of news media related sources in
combination with his encoded delivery methods produce
a work that is, at times, seemingly unapproachable.
With limited site navigation, viewers may be left uncertain
of how to interpret the juxtapositions of shapes, sounds,
and images.
Nelson forces viewers to work within his unique system
of semiotics, space, and user interaction to form a
process of what he sees as being a part of a more complicated
system of digital poetics. Viewers are faced with a
system defined by the artist and must judge whether
they can move forward through the hidden links and jarring
sounds. Nelson states that his work "is [not] meant
to be a puzzle to be deciphered"19,
rather, he wants "the user/reader to have an experience,
to have their imaginations and feelings coaxed in certain
directions."21
As a new media artist, Nelson finds fulfillment by encouraging
"play and thought
or curious perplexment"21
within his audience. However, one wonders if it is possible
for a new language and/or possible for a set of processes
to be learned by a viewer successfully within one encounter
as proposed by the artist. Viewers entering Promiscuous
Design will need to work in order to comprehend
the net art piece or may be left without words to describe
their experiences.
Footnotes:
13 Bits and pieces
from various news sources, spliced together to form
fragmented anecdotes
14 interview Tuesday
March 15, 2005
16 ibid
16 interview Monday,
March 21, 2005 via email
17 ibid
18 ibid
19 ibid
20 ibid
21 ibid
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