Remixing and Remixability
Lev Manovich
The dramatic increase in quantity of information greatly speeded up by
Internet has been accompanied by another fundamental development.
Imagine water running down a mountain. If the quantity of water keeps
continuously increasing, it will find numerous new paths and these paths will
keep getting wider. Something similar is happening as the amount of
information keeps growing - except these paths are also all connected to
each other and they go in all directions; up, down, sideways. Here are some
of these new paths which facilitate movement of information between people,
listed in no particular order: SMS, forward and redirect function in email
clients, mailing lists, Web links, RSS, blogs, social bookmarking, tagging,
publishing (as in publishing one’s playlist on a web site), peer-to-peer
networks, Web services, Firewire, Bluetooth. These paths stimulate people to
draw information from all kinds of sources into their own space, remix and
make it available to others, as well as to collaborate or at least play on a
common information platform (Wikipedia, Flickr). Barb Dybwad introduces a
nice term “collaborative remixability’” to talk about this process: “I think the
most interesting aspects of Web 2.0 are new tools that explore the
continuum between the personal and the social, and tools that are endowed
with a certain flexibility and modularity which enables collaborative
remixability — a transformative process in which the information and media
we’ve organized and shared can be recombined and built on to create new
forms, concepts, ideas, mashups and services.” [1]
If a traditional twentieth century model of cultural communication described
movement of information in one direction from a source to a receiver, now
the reception point is just a temporary station on information’s path. If we
compare information or media object with a train, then each receiver can be
compared to a train station. Information arrives, gets remixed with other
information, and then the new package travels to other destinations where
the process is repeated.
We can find precedents for this “remixability” – for instance in modern
electronic music where remix has been the key method since the 1980s.
More generally, most human cultures developed by borrowing and reworking
forms and styles from other cultures; the resulting “remixes” were to be
incorporated into other cultures. Ancient Rome remixed Ancient Greece;
Renaissance remixed antiquity; nineteenth century European architecture
remixed many historical periods including the Renaissance; and today
graphic and fashion designers remix together numerous historical and local
cultural forms, from Japanese Manga to traditional Indian clothing. At first
glance it may seem that this traditional cultural remixability is quite different
from “vernacular” remixability made possible by the computer-based
techniques described above. Clearly, a professional designer working on a
poster or a professional musician working on a new mix is different from
somebody who is writing a blog entry or publishing her bookmarks.
But this is a wrong view. The two kinds of remixability are part of the same
continuum. For the designer and musician (to continue with the sample
example) are equally affected by the same computer technologies. Design
software and music composition software make the technical operation of
remixing very easy; the Internet greatly increases the ease of locating and
reusing material from other periods, artists, designers, and so on. Even more
importantly, since every company and freelance professionals in all cultural
fields, from motion graphics to architecture to fine art, publish
documentation of their projects on their Web sites, everybody can keep up
with what everybody else is doing. Therefore, although the speed with which
a new original architectural solution starts showing up in projects of other
architects and architectural students is much slower than the speed with
which an interesting blog entry gets referenced in other blogs, the difference
is quantitative than qualitative. Similarly, when H&M or Gap can “reverse
engineer” the latest fashion collection by a high-end design label in only a
few weeks, this is part of the same new logic of speeded up cultural
remixability enabled by computers. In short, a person simply copying parts of
a message into the new email she is writing, and the largest media and
consumer company recycling designs of other companies are doing the same
thing – they practice remixability.
The remixability does not require modularity - but it greatly benefits from it.
Although precedents of remixing in music can be found earlier, it was the
introduction of multi-track mixers that made remixing a standard practice.
With each element of a song – vocals, drums, etc. – available for separate
manipulation, it became possible to ‘re-mix’ the song: change the volume of
some tracks or substitute new tracks for the old ounces. According to the
book DJ Culture by Ulf Poscardt, first disco remixes were made in 1972 by DJ
Tom Moulton. As Poscard points out, they “Moulton sought above all a
different weighting of the various soundtracks, and worked the rhythmic
elements of the disco songs even more clearly and powerfully…Moulton used
the various elements of the sixteen or twenty-four track master tapes and
remixed them.”[2]
In most cultural fields today we have a clear-cut separation between libraries
of elements designed to be sampled – stock photos, graphic backgrounds,
music, software libraries – and the cultural objects that incorporate these
elements. For instance, a graphic design may use photographs that the
designer bought from a photo stock house. But this fact is not advertised;
similarly, the fact that this design (if it is successful) will be inevitably copied
and sampled by other designers is not openly acknowledged by the design
field. The only fields where sampling and remixing are done openly are music
and computer programming, where developers rely on software libraries in
writing new software.
Will the separation between libraries of samples and “authentic” cultural
works blur in the future? Will the future cultural forms be deliberately made
from discrete samples designed to be copied and incorporated into other
projects? It is interesting to imagine a cultural ecology where all kinds of
cultural objects regardless of the medium or material are made from Legolike building blocks. The blocks come with complete information necessary to
easily copy and paste them in a new object – either by a human or machine.
A block knows how to couple with other blocks – and it even can modify itself
to enable such coupling. The block can also tell the designer and the user
about its cultural history – the sequence of historical borrowings which led to
the present form. And if original Lego (or a typical twentieth century housing
project) contains only a few kinds of blocks that make all objects one can
design with Lego rather similar in appearance, computers can keep track of
unlimited number of different blocks. At least, they can already keep track of
all the possible samples we can pick from all cultural objects available today.
The standard twentieth century notion of cultural modularity involved artists,
designers or architects making finished works from the small vocabulary of
elemental shapes, or other modules. The scenario I am entertaining proposes
a very different kind of modularity that may appear like a contradiction in
terms. It is modularity without a priori defined vocabulary. In this scenario,
any well-defined part of any finished cultural object can automatically
become a building block for new objects in the same medium. Parts can
even ‘publish’ themselves and other cultural objects can “subscribe” to them
the way you subscribe now to RSS feeds or podcasts.
When we think of modularity today, we assume that a number of objects that
can be created in a modular system is limited. Indeed, if we are building
these objects from a very small set of blocks, there are a limited number of
ways in which these blocks can go together. (Although as the relative
physical size of the blocks in relation to the finished object get smaller, the
number of different objects which can be built increases: think IKEA modular
bookcase versus a Lego set.) However, in my scenario modularity does not
involve any reduction in the number of forms that can be created. On the
contrary, if the blocks themselves are created using one of many already
developed computer designed methods (such as parametric design), every
time they are used again they can modify themselves automatically to assure
that they look different. In other words, if pre-computer modularity leads to
repetition and reduction, post-computer modularity can produce unlimited
diversity.
I think that such “real-time” or “on-demand” modularity can only be
imagined today after online stores such as Amazon, blog indexing services
such as Technorati, and architectural projects such as Yokohama
International Port Terminal by Foreign Office Architects and Walt Disney
Concert Hall in Los Angeles by Frank Gehry visibly demonstrated that we can
develop hardware and software to coordinate massive numbers of cultural
objects and their building blocks: books, bog entries, construction parts. But
whether we will ever have such a cultural ecology is not important. We often
look at the present by placing it within long historical trajectories. But I
believe that we can also productively use a different, complementary
method. We can imagine what will happen if the contemporary technocultural conditions which are already firmly established are pushed to their
logical limit. In other words, rather than placing the present in the context of
the past, we can look at it in the context of a logically possible future. This
“look from the future” approach may illuminate the present in a way not
possible if we only “look from the past.” The sketch of logically possible
cultural ecology I just made is a little experiment in this method: futurology
or science fiction as a method of contemporary cultural analysis.
So what else can we see today if we will look at it from this logically possible
future of complete remixability and universal modularity? If my scenario
sketched above looks like a “cultural science fiction,” consider the process
that is already happening on the one end of remixability continuum. Although
strictly speaking it does not involve increasing modularity to help
remixability, ultimately its logic is the same: helping cultural bits move
around more easily. I am talking about a move in Internet culture today from
intricately packaged and highly designed “information objects” which are
hard to take apart – such as web sites made in Flash – to “strait”
information: ASCII text files, feeds of RSS feeds, blog entries, SMS
messages. As Richard MacManus and Joshua Porter put it, “Enter Web 2.0, a
vision of the Web in which information is broken up into “microcontent” units
that can be distributed over dozens of domains. The Web of documents has
morphed into a Web of data. We are no longer just looking to the same old
sources for information. Now we’re looking to a new set of tools to aggregate
and remix microcontent in new and useful ways.”[3] And it is much easier to
“aggregate and remix microcontent” if it is not locked by a design. Strait
ASCII file, a JPEG, a map, a sound or video file can move around the Web
and enter into user-defined remixes such as a set of RSS feeds; cultural
objects where the parts are locked together (such as Flash interface) cant. In
short, in the era of Web 2.0, “information wants to be ASCII.”[4]
If we approach the present from the perspective of a potential future of
“ultimate modularity / remixability,” we can see other incremental steps
towards this future which are already occurring. For instance, Orange
<orange.blender.org> (an animation studio n Amsterdam) has setup a team
of artists and developers around the world to collaborate on an animated
short film; the studio plans to release all of their production files, 3D models,
textures, and animation as Creative Commons open content on a extended
edition DVD.
Creative Commons offers a special set of Sampling Licenses which “let artists
and authors invite other people to use a part of their work and make it
new.”[5] Flickr offers multiple tools to combine multiple photos (not broken
into parts – at least so far) together: tags, sets, groups, Organizr. Flickr
interface thus position each photo within multiple “mixes.” Flickr also offers
“notes” which allows the users to assign short notes to individual parts of a
photograph. To add a note to a photo posted on Flickr, you draw a rectangle
on any part of the phone and then attach some text to it. A number of notes
can be attached to the same photo. I read this feature as another a sign of
modularity/remixability mentality, as it encourages users to mentally break a
photo into separate parts. In other words, “notes” break a single media
object – a photograph – into blocks.
In a similar fashion, the common interface of DVDs breaks a film into
chapters. Media players such as iPod and online media stores such as iTunes
break music CDs into separate tracks – making a track into a new basic unit
of musical culture. In all these examples, what was previously a single
coherent cultural object is broken into separate blocks that can be accessed
individually. In other words, if “information wants to be ASCII,” “contents
wants to be granular.” And culture as a whole? Culture has always been
about remixability – but now this remixability is available to all participants of
Internet culture.
Since the introduction of first Kodak camera, “users” had tools to create
massive amounts of vernacular media. Later they were given amateur film
cameras, tape recorders, video recorders...But the fact that people had
access to "tools of media production" for as long as the professional media
creators until recently did not seem to play a big role: the amateur’ and
professional’ media pools did not mix. Professional photographs traveled
between photographer’s darkroom and newspaper editor; private pictures of
a wedding traveled between members of the family. But the emergence of
multiple and interlinked paths which encourage media objects to easily travel
between web sites, recording and display devices, hard drives, and people
changes things. Remixability becomes practically a built-in feature of digital
networked media universe. In a nutshell, what maybe more important than
the introduction of a video iPod, a consumer HD camera, Flickr, or yet
another exiting new device or service is how easy it is for media objects to
travel between all these devices and services - which now all become just
temporary stations in media’s Brownian motion.
We Have Never Been Modular [6]
While the topics of remixability and modularity are connected, it is important
to note that modularity is is something which does not only apply to RSS,
social bookmarking or Web Services. We are talking about the logic which
extends beyond the Web and digital culture.
Modularity has been the key principle of modern mass production. Mass
production is possible because of the standardization of parts and how they
fit with each other - i.e. modularity. Although there are historical precedents
for mass production, until twentieth century they have separate historical
cases. But soon after Ford installs first moving assembly lines at his factory
in 1913, others follow, and soon modularity permeates most areas of modern
society. ("An assembly line is a manufacturing process in which
interchangeable parts are added to a product in a sequential manner to
create an end product.") Most products we use are mass produced, which
means they are modular, i.e. they consist from standardized mass produced
parts which fit together in standardized way. Moderns also applied the
modularity principle outside of factory. For instance, already in 1932 – long
before IKEA and Lego sets – Belgian designer Louis Herman De Kornick
developed first modular furniture suitable for smaller council flats being built
at the time.
Today we are still leaving in an era of mass production and mass modularity,
and globalization and outsourcing only strengthen this logic. One commonly
evoked characteristic of globalization is greater connectivity – places,
systems, countries, organizations etc, becoming connected in more and more
ways. Although there are ways to connect things and processes without
standardizing and modularizing them – and the further development of such
mechanisms is probably essential if we ever want to move beyond all the
grim consequences of living in a standardized modular world produced by the
twentieth century – for now it is much easier just to go ahead and apply the
twentieth century logic. Because society is so used to it, its not even thought
of as one option among others.
Last week I was at a Design Brussels event where the designer Jerszy
Seymour speculated that once Rapid Manufacturing systems become
advanced, cheap and easy, this will give designers in Europe a hope for
survival. Today, as soon as some design becomes successful, a company
wants to produce it in large quantities – and its production goes to China.
Seymour suggested that when Rapid Manufacturing and similar technologies
would be installed locally, the designers can become their own manufactures
and everything can happen in one place. But obviously this will not happen
tomorrow, and its also not at all certain that Rapid Manufacturing will ever be
able to produce complete finished objects without any humans involved in
the process, whether its assembly, finishing, or quality control.
Of course, modularity principle did not stayed unchanged since the beginning
of mass production a hundred years ago. Think of just-in-time
manufacturing, just-in-time programming or the use of standardized
containers for shipment around the world since the 1960s (over %90 of all
goods in the world today are shipped in these containers). The logic of
modularity seems to be permeating more layers of society than ever before,
and computers – which are great to keeping track of numerous parts and
coordinating their movements – only help this process.
The logic of culture often runs behind the changes in economy – so while
modularity has been the basis of modern industrial society since the early
twentiteh century, we only start seeing the modularity principle in cultural
production and distribution on a large scale in the last few decades. While
Adorno and Horkheimer were writing about "culture industry" already in the
1940s, it was not then - and its not today - a true modern industry.[7] In
some areas such as production of Hollywood animated features or computer
games we see more of the factory logic at work with extensive division of
labor. In the case of software engineering (i.e. programming), software is
put together to a large extent from already available software modules - but
this is done by individual programmers or teams who often spend months or
years on one project – quite different from Ford production line assembling
one identical car after another. In short, today cultural modularity has not
reached the systematic character of the industrial standardization circa 1913.
But this does not mean that modularity in contemporary culture simply lags
behind industrial modularity, responsible for mass production. Rather,
cultural modularity seems to be governed by a different logic than industrial
modularity. On the one hand, “mass culture” is made possible by a complete
industrial-type modularity on the levels of packaging and distribution. In
other words, all the materials carriers of cultural content in the modern
period have been standardized, just as it was done in the production of all
goods - from first photo and films formats in the end of the nineteenth
century to game cartridges, DVDs, memory cards, interchangeable camera
lenses, etc. But the actual making of content was never standardized in the
same way.[8] So while mass culture involves putting together new products
– films, television programs, songs, games – from a limited repertoire of
themes, narratives, icons using a limited number of conventions, this is done
by the teams of human authors on a one by one basis. And while more
recently we see the trend toward the reuse of cultural assets in commercial
culture, i.e. media franchising – characters, settings, icons which appear not
in one but a whole range of cultural products – film sequels, computer
games, theme parks, toys, etc. – this does not seem to change the basic
“pre-industrial” logic of the production process) For Adorno, this individual
character of each product is part of the ideology of mass culture: “Each
product affects an individual air; individuality itself serves to reinforce
ideology, in so far as the illusion is conjured up that the completely reified
and mediated is a sanctuary from immediacy and life.”[9]
On the other hand, what seems to be happening is that the "users"
themselves have been gradually "modularizing" culture. In other words,
modularity has been coming into modern culture from the outside, so to
speak, rather than being built-in, as in industrial production. In the 1980s
musicians start sampling already published music; TV fans start sampling
their favorite TV series to produce their own “slash films,” game fans start
creating new game levels and all other kinds of game modifications. (Mods
“can include new items, weapons, characters, enemies, models, modes,
textures, levels, and story lines.”) And of course, from the very beginning of
mass culture in early twentieth century, artists have immediately starting
sampling and remixing mass cultural products – think of Kurt Schwitters,
collage and particularly photomontage practice which becomes popular right
after WWI among artists in Russia and Germany. This continued with Pop
Art, appropriation art, and video art.
Enter the computer. In The Language of New Media I named modularity as
one of the principles of computerized media. If before modularity principle
was applied to the packaging of cultural goods and raw media (photo stock,
blank videotapes, etc.), computerization modularizes culture on a structural
level. Images are broken into pixels; graphic designs, film and video are
broken into layers. Hypertext modularizes text. Markup languages such as
HTML and media formats such as QuickTime and MPEG-7 modularize
multimedia documents in general. We can talk about what this
modularization already did to culture – think of the World Wide Web as just
one example - but this is a whole new conversation.
In short: in culture, we have been modular already for a long time already.
But at the same time, “we have never been modular” - which I think is a
very good thing.
October - November, 2005
NOTES
[1] “Approaching a definition of Web 2.0,” The Social Software Weblog
<socialsoftware.weblogsinc.com>, accessed October 28, 2005.
[2] Ulf Poschardt, DJ Culture, trans. Shaun Whiteside (London: Quartet
Books Ltd, 1998), 123.
[3] “Web 2.0 Design: Bootstrapping the Social Web,” Digital Web Magazine
< http://www.digital-web.com/types/web_2_design/>, accessed October 28,
2005.
[4] Modern information environment is characterized by a constant tension
between the desires to “package” information (Flash design for instance) and
strip it from all packaging so it can travel easier between different media and
sites.
[5] http://creativecommons.org/about/sampling, accessed October 31, 2005.
[6] The definitions of terms which appear in quotes in this text are from
en.wikipedia.org.
[7] Theodor W. Adorno and Max Horkheimer. The Culture Industry.
Enlightment as Mass Deception, 1947.
[8] In “Culture industry reconsidered,” Adorno writes: “the expression
"industry" is not to be taken too literally. It refers to the standardization of
the thing itself — such as that of the Western, familiar to every movie-goer
— and to the rationalization of distribution techniques, but not strictly to the
production process… it [culture industry] is industrial more in a sociological
sense, in the incorporation of industrial forms of organization even when
nothing is manufactured — as in the rationalization of office work — rather
than in the sense of anything really and actually produced by technological
rationality.” Theodor W. Adorno, “Culture Industry Reconsidered,” New
German Critique, 6, Fall 1975, pp. 12-19.
[9] Ibid.