Visual Rhetoric

In reading Bogost’s text on different types of rhetoric (verbal, written, visual, digital, procedural), I found myself wanting to push back on the limitations of the visual (pp. 21-24). According to Bogost, “Visual rhetoric simply does not account for procedural representation” and images are subordinate to process because they are constructed in media through code. If procedural rhetoric makes arguments through coded/programmed processes and behaviors (rather than solely words and images), why can’t images also make arguments through processes? Reading through Blair, Birdsell, Broarke, Hill, Lake, Pickering, Deluca felt confusing and overly complicated. Going by the definitions that procedure is a way of doing something but also an execution of rules for behavior, I can make an argument (albeit messy and somewhat haphazard) that images, particularly symbols are forms of procedure. Symbols as icons placed on street signs help us navigate the built environment, both lawfully and informally. As emojis, they have become an essential behavioral tool of communication. As signifiers such as the “raised fist” graphic, symbols function as a method of protest and civil disobedience, a way to provoke behavior. Like a computer, these image processes also reflect the material world.

Earlier in the article, Bogost brings up symbols and symbol manipulation which might be why I was so focused on this subject. I thought of the example of The International Symbol of Access, originally designed in the 1960s by Susanne Koefoed. At the time, it was a radical and historic gesture to display the symbol in areas that could be accessed by people with wheelchairs (parking spaces, entrances, etc.). It created awareness and established procedures for spaces, streets and buildings. The symbol became part of our visual lexicon, easily recognizable, instantly sparking behaviors and understanding.

However, it was designed to be static, the person represented was passively seated in the wheelchair with their arms stagnant on the armrests and their feet positioned firmly on the footrest. In 2011, the Accessible Icon Project used design activism by placing a newer, more active icon sticker on top of the older symbol on existing street signs in Boston. The new icon showed a person leaning forward in motion, arms which actively control the wheelchair and the removal of the footrests. The act of placing the new icons on noticeable street signs provoked the public and actively advocated for better disability rights. Today, the new icon is used globally in various iterations, by governments and citizens. Perhaps, the symbol change also changed public perception of those with disabilities, no longer resigned to the wheelchair, instead a person with agency and mobility.

This may be a stretch but I see this as a type of procedural argument- the symbol, both old and new, constructed a model of how the world works and in the process of updating the symbol, maybe even improved that world with refreshed ideas and promoted policy change. There is also some form of persuasion happening, a characteristic symbols share with images. Certainly, the procedural rhetoric is not computational and not related to videogames in the same way the McDonald’s game implies societal wrongdoings, but I think the symbol has the capacity to reveal how things work in a rhetorical way- through our experiences and interactions with them.

Surveillance and State Power

In an effort to educate (or re-educate) myself on the Israel-Hamas war and its associated complications, I’ve been absorbed in the news media cycle. Reading and watching videos on the topic of surveillance intelligence and facial recognition and the Israeli military’s use of it in the contested city of Hebron in the southern West Bank has been both horrifying and eye-opening. Certainly in the U.S. and other countries, the use of facial recognition brings up issues of privacy, racial discrimination, policing and politics. While definitely not a game in the pleasurable sense, there are features of Israel’s surveillance technology and the way it’s being used that are game-like and relate to Zuboff’s description of behavioral modifications and surveillance capitalism as a form of state power. Obviously, I don’t have first-hand experience of the technology but I will try to summarize how it works based on the limited information I could gather (details of this program have not been released).

Blue Wolf is an app designed to work on specific models of Samsung devices handed out to the Israeli military (it does not work on all devices nor can it be downloaded). The purpose of the app is to capture photos of Palestinians’ faces and match them against a database of other Palestinians’ faces. The app is part of the larger surveillance program called which includes face scanning cameras and closed-circuit television cameras for monitoring planted in the city streets, along with checkpoints that control areas Palestinians can enter. The database is referred to as the “secret Facebook for Palestinians”. The military’s justification is that this is necessary to thwart terrorist activity in Hebron. Once a soldier takes someone’s photo and a match in the database is made, presumably through some type of artificial intelligence, the app shows various notifications: it will light up yellow if the person is to be detained, red if the person is to be arrested, and green to release the person. However, the notification does not tell the soldier what the grounds are for the arrest or detention.

When these programs first launched in 2020, there was a need to actually build the database with photos and other personal information like family history, education, drivers license, and security rating. So, the Israeli military launched a competition to incentivize soldiers. Each army unit was expected to take at least 1,500 photos a week, the unit with the most photos would win prizes like a night off. On their daily patrols, the soldiers were allowed to stop any Palestinian and take their photo whether they consented or not. Children, unaware of the circumstances, posed happily while the elderly and women tried to resist. The soldiers are participants in an involuntary crowdsourcing scheme of big data.

I would argue that Blue Wolf was not designed to control the behavior of Palestinians, the ones being surveilled, who have not consented or opted into this program. If it was designed for this purpose, it fails – the app does not make them more compliant or docile in the eyes of the government. If anything, the use of this app gives them further reasons to resist. The behavior modification occurring here is on the part of the soldiers, the users of the program. They have been trained to respond to the colors of the interface. They are not given more detailed instructions or are allowed to ask questions. To further complicate the scenario, the soldiers also have not consented or opted into using the app. Whether the soldiers have any sense of fulfillment or emotional engagement (Sicart) using the app (other than maybe winning a prize) is unclear. Situating Blue Wolf with Zuboff, both the users and the surveilled have been tuned, herded and conditioned. However, instead of a company profiting off of this behavior, it’s the Israeli government who retains and increases control of both the Palestinian population and its own military by taking away their rights and autonomy.

Sources:

  1. How Israel automated occupation in Hebron
  2. Israel escalates surveillance of Palestinians with facial recognition program in West Bank

Gamifying within the Magic Circle: Stern Insider Connected

Pinball is a game, but can there be gamification within it? Based on my limited experience with the Stern Insider Connected platform, I’d say the answer is a definitive yes.

Stern is one of the biggest manufacturers of pinball tables, and they have more than 20 tables that you can use their Insider Connected platform on. You create an account on their website, which gives you a unique QR code.

Screenshot of Bri's Stern Insider Connected QR code

When you play one of the connected tables, there’s a little square, usually on the bottom right corner, where the machine will scan your QR code. Once the table recognizes you, you’ll see your username show up on the screen, rather than the generic “Player 1/2/3/4”.

Black Knight Sword of Rage pinball table video display showing Stern Insider Connected user names

When you’re logged into a machine, Insider Connected keeps track of how many games you play and how many different tables; even the location where the tables are. It also keeps track of your achievements within the game (e.g., hitting different skill shots, starting each of the modes [modes are specific challenges, like hit these specific shots to defeat a monster], completing the modes, and then completing the modes within a certain amount of time). And anytime you reach one of these achievements, it shows up on the video display on the backbox, sometimes mid-play and sometimes after your ball drains before your bonus is calculated.

Black Knight Sword of Rage pinball table video display showing an achievement

There are a lot of achievements to be found on any table, and many of them are related to simpler aspects to the game, so when you’re a new user or playing a table for the first time (or at least the first time using Insider Connected), as I was, it shows you a lot of achievements. Feels like you’re being incentivized to play more to get even more achievements, which will become harder and harder to get the more you play.

When you log into your account, you’ll see your achievements as badges, and it will show you how many badges you have out of the total possible within a table. And it also gives you something called “Player XP”—I assume something to do with experience points? I have no idea how these are calculated, but it shows you what your points are compared to the total user average, which seems like a way to bring out your competitive side and encourage you to play more.

Screenshot of Stern Insider Connected showing Player XP and achievementsScreenshot of Stern Insider Connected showing achievement badges

There’s also an option to share your stats publicly, and if you do, then you can follow your friends and compare scores and achievement badges, which may also incentive you to play more to beat them. Stern also keeps track of high scores, and I’ve been to pinball venues where they have TV screens showing you the tops scores from the players who’ve logged in and played on the Stern tables at that location.

There are certainly advantages to knowing more about how you play. For instance, new tables generally have different types of skill shots, and the harder ones (secret skill shot, super-secret skill shot, etc.) are worth a lot more points if you hit them. It’s tempting to go for the harder skill shots for those extra points, but the platform can tell you how often you hit those shots, compared with the regular skill shot. So if can see you’re really good at hitting the regular skill shot, but not the others, it’s probably actually more valuable to you in competition.

Stern’s newest table, Venom, actually takes this even further. It takes its cue from video games in that you can save your progress on the different modes, but only if you are signed in with your Inside Connected account. I’ve heard there are also aspects of the game that are only available to you and/or are easier if have an account and are signed into it. The platform gives you such an advantage over non-platform users that if this table were to be in play for a tournament or other competition, you would have to disallow players from being able to log in. I have yet to play this table, let alone signed in to it with my account, so I’m unsure exactly how it all works, but it feels very manipulative, and I don’t love it if this is the future of their tables.

I’ve known about Stern Insider Connected since I started playing pinball, and I’ve resisted creating an account (until now when I could use it as yet another excuse to make pinball my homework). I’m not sure how much I will actually use it. I’m not sure I need to know this much about how I play. It definitely feels less fun to me, and I don’t need to know these stats to know that I’m getting better the more I play.

It’s clear that this platform was launched to get people to play Stern tables, and to keep them playing Stern tables. They’ve been open about this from the announced launch: “The platform is designed to enhance and extend player engagement with the games across both home and commercial environments. It also presents professional operators of the pinball machines with a robust set of tools to drive location play, build player loyalty, analyze performance, make adjustments remotely and maintain the machines.” If they’re this open about what the platform is meant to do, I do wonder what parts of it they are hiding. How are they using our data? I assume at the very least they are using us as testers to help design their new tables for them, while we pay them to do so. They have our location data too—can they also be using it to drive traffic to the locations near where we’re playing pinball, a la the Pokemon Go model?

No thank you. Give me those old electromechanical and solid state tables any day!

P–L–A–Y–I–N–G Tristram Shandy

At first, I was very skeptical about turning Tristram Shandy into a game. It’s long-winded, confusing, told by an unreliable narrator, frustrating but also funny and unpredictable. The process of reading and annotating it with the group was helpful to highlight our interests and observations. We all agreed that the digressions stood out—it takes Tristram so long to get to his story and how could he possibly start before he was even born (Book 1 does not even cover his actual birth)? Our early idea of looking at the punctuation and Kai’s first python outputs of text and experiments with motion really got us going. The fact that NLTK does not consider the dash as punctuation made us want to focus on the dash even more! Sterne in particular uses the dash seemingly with abandon but he may have also placed them intentionally within the text. By doing the opposite of a typical text analysis, and seeing only the dashes, the digressions are emphasized even more in our game. The dashes page is my favorite! Perhaps you don’t know what they say or mean but you’re keenly aware of their existence and the author’s attempt at diverting attention and creating tangents. And, thinking about the different variations and uses of dashes—a pause, an omission, a conclusion, an intrusion, an insertion, a separation, an exclamation, an attention-grabbing symbol, etc.—adds a level of meaning and understanding to this story that you wouldn’t normally get with a close read or conventional text analysis. In printed form, the dash is a typographic, visual expression. On a digital screen, the dash retains this characteristic but can also become interactive (we made them hyperlinks). If we ventured into audio, the dashes would have been a ripe area for sound experimentation.

Another area of Tristram Shandy that interested me was the black page representing Yorick’s death. When confronted with this on Project Gutenberg, I wished I was reading a printed copy instead. It must be a bit unnerving to see this physical page after reading so many long-winded sentences printed in a serif font of the time period. I immediately thought of Kazimir Malevich’s Black Square painting of 1915, the seminal starting point of non-objective art, which Tristram Shandy pre-dates by more than a century. Sterne had profound foresight including this in the novel before the emergence of abstract art. Bri pointed out the black page was turned into an exhibit in 2009 where artists rendered their own interpretations. Our digital interpretation, albeit hidden unless you come across the line “Alas, poor Yorick”, allows the viewer to create their own version of the black page by playing with the mouse. Coloring areas of the digital page with black text generates a void and relates to other areas of the game where we purposefully “erase” text. I really enjoyed taking this discursive text and turning it into voids, erasures and empty spaces.

My specific part of the game creation involved taking our versions of the text (punctuation, characters, TLDR phrases, commands to the user, meta-discourse) and turning them into html pages. There was a lot of searching and replacing involved and dealing with the intricacies of Microsoft Word and Google docs. It wasn’t a perfect process (grammatical errors abound), but seeing Sterne’s text in code was eye-opening. It was like I was inserting my own digressions to the text (code needed to be added to in order to hide areas or link other parts of the text). The end result when viewed as html is completely headache-inducing and unintelligible (reminiscent of Kai’s morse code page). Here’s a snippet:

Lastly, I applaud Maria and Bri’s skill in writing the dedication and instruction pages. It adds a level of humor akin to Tristram’s tone as the narrator. I appreciate the task of writing as you normally wouldn’t, like drawing with your left hand when you’re right-handed. This speaks to that zone of uncomfortableness, frustration, but also amusing experience of reading Book 1. We hope we were able to translate these feelings into our game!

Play in Design

This week’s readings emphasize play in contrast to work or “ordinary life”. They also leave open the possibility of these boundaries being blurred and it is within these boundaries that I can find many correlations with my work as a graphic designer. Design (as in “to designate, make a plan with intent, or solve a problem”) may sound different from the free and non-serious characteristics of play but many of the same factors go into each: competition, observation, improvisation, motivation, curiosity, skill, etc.

Huizinga describes the “rules of the game” as an important factor in holding the game together – break the rules and the whole game falls apart. Similarly, Bogost points out that the limitations within games are what actually makes them fun. With design work, the rules, restrictions or limitations placed on you (either by the client or yourself) are necessary: print publications must be a certain size, brand design must contain certain colors, advertising must show specific copy, layouts might use specific grids or the golden ratio. These restraints provide a designer the freedom to play, to develop creative solutions with meaning. My design students often misinterpret rules as stifling, not understanding that if they were presented with a blank sheet of paper and a project that had no rules, no purpose, they would be frozen with fear and confusion. Relating the design process to Caillois’ continuum, it would fall somewhere between paidia and ludus. The designer is spontaneous (paidia) within a structure (ludus).

In terms of Caillois’ classifications of games, design is perhaps most associated with alea and mimicry. Randomness and chance (alea) play a factor in design, although it is not a passive activity. Whether using computer tools or physical tools, “happy accidents” happen when you mean to do one thing but it ends up looking totally different but perhaps that result is better than anything you could have thought of intentionally. Too many times, I’ve played with an Illustrator tool I’m not familiar with and ended up with solutions that inspired new ideas, or made some mistakes with code that turned out to be the best thing that could happen.

With mimicry, it’s not a direct tie-in with design, it’s more conceptual. Designers don’t pretend to be someone else, however, the work can certainly mimic other or false worlds. An advertisement may be designed to convince a consumer that their beauty will be enhanced by using a certain skin product, highlighting images of models which have been manipulated by digital means. Sure, this may be unethical, as advertising often is, but it calls attention to a reality of design – it can be used to create illusions, to deceive. And this is certainly the case when design works in conjunction with technology. Huizinga also uses the word representation as the display of something. Representation needs an audience; while not quite a performance, there is no design without it being seen. In fact, the audience is an important consideration, a design can’t function for all demographics or cultures.

Lastly, I was thinking how Bogost’s magic circle relates to design. In order to be seen or experienced, design must exist in reality, in space and time, not outside of it. The magic circle might consist of the audience who is targeted by the design or the audience who is affected by it. But then, there are also multiple playgrounds a designer might use in the process. They might conceive of ideas in a mindspace, which is one type of playground, playing with concepts, scenarios. Then, the blank canvas on which they design is another type of playground, sketching, doodling, experimenting. In all of these playgrounds, the designer attempts to find order in the form of the design solution.

Learning to Play Pinball as It Is, Rather Than How I Wish It Were

“Fun comes from the attention and care you bring to something that imposes arbitrary, often boring, even cruel limitations on what you—or anyone—can do with them. Worldly limitations impose a new and welcome humility, for they force us to treat things as they are rather than as we wish them to be” (Play Anything, pages 13–14). Wow, Ian Bogost, did I need to hear this as I get ready for another season of pinball league. In previous seasons I’ve been way too hard on myself, getting easily frustrated and mad at tables and at myself when I don’t play as well as I think I should, but I’ve been working on being kinder to myself and trying to remember that I like playing pinball because it’s fun. All of the limitations are what makes it fun! Even the cruel ones.

So Bogost got me wondering: What is pinball’s playground? Most pinball tables have a vertical backbox, where your scores are displayed, and a horizontal cabinet that encloses the playfield, where the action happens. At first glance, it’s tempting to think of the playfield as interchangeable with the playground, but, especially on newer tables, there can be interactive elements happening on the backbox display. Even more fundamental though, you the player are playing by using the launch button or plunger and the flipper buttons, all attached on the outside of the machine, so the cabinet holding the playfield becomes more liminal than its straight edges imply. Without you playing it, the machine does nothing, so you and where you stand must also be part of the playground. So how big a playground do you need? It’s hard to say, but you’ll know right away when you don’t have enough of it. When you really get into a game, you may find yourself moving your body along with the flippers—swinging your hips, bouncing up and down, even kicking your legs out. Or maybe you just don’t want someone hovering right next to you, pulling your peripheral vision away from the table. At some venues the tables are so close to each other, you’ll actually find your flippering fingers getting entangled with the person playing next to you. It’s less than ideal.

Reading Huizinga’s discussion of a “spoil-sport” got me wondering about tilting. Pinball tables have an internal level, and if you play too rough and move the table to much, the table will tilt: the lights will change—going dim or even going off—and you’ll usually hear a very sad sound and the music will stop. The “magic circle” is broken. On most newer tables it means the end of your ball, but on some of the older tables, it means the end of your entire game, regardless of how many balls you had left to play. Many players will play physically, strategically nudging, even sliding tables to get the shot they want or keep the ball from draining. Does that make them spoil-sports or even cheaters? The feature is built into all of the tables—the operator can even make the table more or less sensitive to tilting—so it seems like you can’t be a spoil-sport or cheater, rather it means you’re just willing to play a riskier version of pinball, as tilting can also greatly affect your score (on many tables, it doesn’t give you all of the points you’ve earned during play until after your ball drains, and you get none of those points if you tilt). However, I was recently playing in a tournament, and the tables were too close—with cup holders on the sides that practically were touching—and a player on one table shoved his table so hard it slid into the table next to him and tilted both games. In that instance, I would argue he was a spoil-sport for the person playing beside him.

Lastly, I thought a bit about where pinball fits as a game in Caillois’s table. Unlike Mayor Fiorello LaGuardia tried to argue, pinball is very much a game of skill/competition (agôn), albeit with some elements of chance (alea). Yes, the game is designed to drain your ball. There are openings all over the playing field, usually between flippers and along the edges (outlanes) where your ball wants to drain. Playfields are set up on an incline, some more steep than others, to ensure the ball wants to drain. And the playfield is set up with lots of things that want to bounce your ball back and drain. However, there are rules and strategy (ludus) you can learn to mitigate that. Hitting certain targets can increase your points, and also increase the value of other shots on the playfield. Hitting certain ramps or loops, in a certain order, can help you attain extra points or complete modes, or build toward a multiball. And there are ways you can catch the ball or at least slow it down so you can have more control and aim for the shots you want to hit. I also think there are elements of mimicry to entice you to play one table over another. Many tables are made based on comic books or movies, with playfields that literally mimic things in those intellectual properties that make them recognizable to you. Even more so, on some tables, you pick with character you want to play as before you launch the ball.