When Blobjects Rule the Earth
by Bruce Sterling
SIGGRAPH, Los Angeles, August 2004
(excerpt)
"The lines between Artifacts, Machines, Products and Gizmos aren't mechanical. They're historical. The differences between them are found in the material cultures they make possible. The kind of society they produce, and the kind of human being that is necessary to make them and use them. Artifacts are made and used by hunter-gatherers and subsistence farmers.
Machines are made and used by customers. in an industrial society.
Products are made and used by consumers, in a military-industrial complex.
While Gizmos are made and used by end-users, in whatever today is == a "New World Disorder," a "Terrorism-Entertainment Complex," our own brief interregnum.
Blobjects tend to be a subset of the class of Gizmos. Not all blobjects are Gizmos, but most gizmos have insane amounts of functionality in them, and they are designed on computers."
"A Gizmo is not manufacturable by any centrally planned society. A Gizmo is something like a Product, but instead of behaving predictably and sensibly for a mass market of obedient consumers, a Gizmo is an open-ended tech development project.
In a Gizmo, development has been deputized to end-users.
End-Users, who are people like practically everybody in this audience, do a great deal of unpaid pro bono work in developing Gizmos. The true signs of a Gizmo are that it has a short lifespan and more functionality crammed into it than you will ever use or understand. A Gizmo is like a Product that has swallowed a big chunk of the previous society, and contains that within the help center and the instruction manual.
A Gizmo, unlike a Machine or a Product, is not efficient. A Gizmo has bizarre, baroque, and even crazy amounts of functionality. "
"Now, I could redesign this Gizmo to make it into a simple Product.
But then this Gizmo would become a commodity. There would be little profit in that; in an end-user society like ours, Products come in bubblepak or shrinkwrap in big heaps, like pencils. There is no money in them.
So there are good reasons why a Gizmo is almost impossible to use.
It's because a Gizmo is delicately poised between commodity and chaos.
It is trying to cram as much impossible complexity as it can, into an almost usable state. It is leaning forward into the future.
This is what our society does for a living now. This is what you do here at SIGGRAPH. You use Gizmos to eat complexity, and you try to sell it at a premium. A Gizmo Society of End Users is always pressed up hard against the limits of the usable. That's why rendering time always takes almost too long, no matter how much RAM or ROM you've got.
This is not an oversight, this is an inherent part of our contemporary civilization. A Gizmo is the classic form of our society's material culture at this point in time.
That's how it is, and we need to accept that. This is the apotheosis, the crystallization, of what we are up to right now. But that is not the end of the story. Because the next stage is coming on fast.
The next stage is an object that does not exist yet. It needs a noun, so that we can think about it. We can call it a "Spime," which is a neologism for an imaginary object that is still speculative. A Spime also has a kind of person who makes it and uses it, and that kind of person is somebody called a "Wrangler." At the moment, you are end-using Gizmos. My thesis here, my prophesy to you, is that, pretty soon, you will be wrangling Spimes.
The most important thing to know about Spimes is that they are precisely located in space and time. They have histories. They are recorded, tracked, inventoried, and always associated with a story.
Spimes have identities, they are protagonists of a documented process.
They are searchable, like Google. You can think of Spimes as being auto-Googling objects.
So what would it be like to encounter a spime in your future real life? How if you know if you stumbled over one in the street? Scott Klinker, a teacher at the Cranbrook design school, envisions it as something like this:
Scenario: You buy a Spime with a credit card. Your account info is embedded in the transaction, including a special email address set up for your Spimes. After the purchase, a link is sent to you with customer support, relevant product data, history of ownership, geographies, manufacturing origins, ingredients, recipes for customization, and bluebook value. The spime is able to update its data in your database (via radio-frequency ID), to inform you of required service calls, with appropriate links to service centers. This removes guesswork and streamlines recycling.
Today, most consumers know little or nothing about their possessions. They might know the brand, because brand awareness has been forced on them for years, at great expense, by massive product advertising. A Spime, by contrast, is an object that can link to and swiftly reveal most everything about itself. It might as well do this, since Google is perfectly capable of telling you everything anyway.
Managing that becomes a competitive advantage for spime makers. A true Spime is going to get ahead of the curve by bringing you inside the tent of the designers and developers and engineers, and the sales and marketing people. A true Spime creates spime wranglers.
Wranglers are the class of people willing to hassle with Spimes.
And it is a hassle. An enormous hassle. But its a fruitful hassle.
It is the work of progress. Handled correctly, it can undo the harm of the past and enhance what is to come."