Article Information

BETWEEN SCIENCE, TECHNOLOGY AND ART: USER STUDIES AND COMMUNICATION ZONES IN MEDIA ART

Eugenia Suslova (eugeniasuslova@gmail.com)

The Lobachevsky State University of Nizhny Novgorod — National Research University (UNN), Nizhny Novgorod, Russia

Citation: Suslova E. (2019) Mezhdu naukoy, tekhnikoy i iskusstvom: User Studies i zony kommunikatsii v mediaiskusstve [Between Science, Technology and Art: User Studies and Communication Zones in Media Art]. Zhurnal sotsiologii i sotsialnoy antropologii [The Journal of Sociology and Social Anthropology], 22(6): 13–26. https://doi.org/10.31119/jssa.2019.22.6.2 (in Russian).

Abstract. The article focuses on the user's figure in media art, a sphere located at the intersection of science and art, which makes it possible to detect the specific epistemological effects of actual information technologies. Considering the user as a phenomenon of exclusively digital culture is problematic not only because of the complexities of handling the concepts of “utility” and “using”, but also because to understand it, it is necessary to consider the history of interaction, which in previous eras was developed in the fields of experimental science, art and technology. Experimental science was formed through the specific attitude of the new languagenew technical toolsnew practices, on which the methods of producing knowledge — and more broadly — experience depend. To determine the user's position, it is necessary, on the one hand, to raise the question of how the subject’s model and the principles of subjectivization are changing today, and, on the other hand, to define what the interface is and how it is transformed in various sociocultural contexts, in particular experimental art. New technological solutions affecting communication strategies crystallize into new images of the informational object. The graphical user interface (GUI) defines not only the WIMP standard, but also a kind of behavioral canon, closely related to the design strategies of user behavior. Media art works not so much with objects as with dynamic software environments and generates specific epistemological and aesthetic procedures for designing a situation, welded, on the one hand, with experimental humanities, and on the other hand, with UX-design, whose task is to simulate user behavior to achieve specific application results. In the article, using examples from the history of science and media art, we will try to show how one could indicate here the position of the subject and in what relation it is to the user's figure.

Keywords: history of science, subject, user, media art, interface, experiment.

Acknowledgements

This article was prepared with the support of the Russian Science Foundation, Project no. 18-18-00238 “Non-Humboldtian exchange zones: idea and design of a new scientific infrastructure”.

 

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