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EM1 Concepts and Applications of Electronic Media

From an essay on Metaphors and Computer Interfaces

Introduction


This essay will attempt to look at some of the metaphors that are commonly used in multimedia and - more generally - in Information Technology.

I propose to concentrate on three particular areas. Firstly I shall examine what appears to be an interesting trend, in that computer metaphors have undergone - to some extent - what might be termed a partial 'feminisation'. I shall be examining to what extent this has occurred and suggesting some possible reasons.

....

What are Metaphors?

In order to understand the significance of metaphors, it is perhaps important to understand quite how large a part they play in human culture, no matter what particular form that culture might take. It is a truism that all human communication, no matter whether it is verbal, non-verbal, written or electronic is transmitted through the use of codes, and that all such codes are composed of signs, in which the two parts of the sign, the signifier and the signified, are not only understood by the encoder who initiates the transmission, but must also be understood by the decoder, who is the receiver of the communication. Thus, on a simplistic level, not only must the geographer who designs a map be familiar with the symbol denoting a church (+), but so too must the hapless motorist on the way to a country wedding. A failure to recognise the sign of the part of the receiver would lead to aberrant decoding and a failure of communication. It would, in this particular example, lead to a missed wedding and embarrassed explanations.

Yet even in this simple example, a metaphor is operating, for the symbol for the church is not a random selection of one of the infinite number of signs the universe holds. Instead, it is directly related to an important icon within the Christian religion - the cross. Thus the sign that has been selected to represent the church also has connotations of the Christian faith that is celebrated within its precincts.

Thus metaphors can become part of codes very easily - almost involuntarily. A code is always arbitrary and yet is voluntarily accepted by the community that will form the encoders and decoders. Thus any metaphors that are chosen must have an impact that relates - at least initially - to the life experience of the users. It is true, however, that eventually these metaphors may well lose their connotation and become so accepted by the using community that their metaphorical significance is lost. In literary terms, we might speak of metaphors that have become cliches. Thus, on describing someone as 'strong as an ox', it is rare now for anyone - whether acting as encoder or decoder - to summon up in their minds an image of a large bull.


Codes and Boundaries

It is also possible that such a code can be learnt by another community where the signs have no metaphorical significance, and therefore the signs are accepted purely on the basis of their denotations and not their connotations. Thus there is great difficulty in learning a foreign language, where idiomatic usage can vary widely from one language to another. Thus, the common idiom in English 'He's kicked the bucket' corresponds to the Spanish idiom 'He has stuck out his paw', but a literal translation from one language to the other would convey no sense of the meaning 'He has died'. This crossover operates not only geographically but historically. An English idiom of the Regency period, also meaning the same, 'He has stuck his spoon in the wall' would now cause only mystification. Yet, in the same way that cliches may persist after the connotations of the original metaphor are lost, so too can idioms. Thus metaphors can become an accepted part of a code to the extent where only their denotations are used, and their connotations are forgotten almost entirely.

This was certainly observable when discussing and researching the material for this essay. People who use Information Technology as part of their everyday lives were baffled by the concept of metaphors in their work, so closely had such terms as 'mouse', 'menu' and 'file' become bound up with computer jargon. Yet when the connotations of these words were pointed out, they became
fascinated. Indeed, it can become something of a parlour game to spot the metaphors that lurk on the most innocuous of screens!

It is certainly true that metaphors play a considerable part in the formulation of computing techniques, interactive technology and multimedia. A consideration of why this should be will be examined in the next section.


Gendered Metaphors and the 'Feminisation' of Icons


Making it 'user-friendly'
From the early days of popular use of personal computers, a major motivation for the designers of software applications has been to make their products 'user-friendly'. Initially, of course, this had to be achieved primarily through text - although even here the arrangement of textual cues (themselves a form of icon) on the screen was of crucial importance in promoting ease of use.

Perhaps the major breakthrough was the possibility of using visual icons in place of textually-based references. This was achieved with the increased power of the silicon chip allowing a greater visual sophistication during the mid-1980s, and it is this development that has continued, with modifications of varying degrees of importance, to the present day.

There are obvious variations between different systems, notably MAC and Microsoft/IBM, but the fundamental concept of visual icons to represent different applications is a constant, As is the use of visual icons to represent such things as the position of the mouse on the screen, the availability of an interactive option, or the fact that an application is in progress (represented by the clock item on a MAC and an hourglass icon in Microsoft Windows). Many of these individual icons are, in fact, metaphors which relate to concepts beyond the screen, and, in addition, these visual icons may, to some extent, appear random in that different types of metaphor may be combined in a single screen. Thus, if we look at the standard Microsoft Windows Programme Manager screen, we are aware of metaphors linked to the office, such as files and filing cabinets, notepads and filofaxes, luggage labels and telephones.


Windows and the 'Look'

However, underlying these overt visual metaphors are a series of metaphors more linked to a domestic world. The concept of 'windows' itself suggests not only the office window, but the window of the home, the secure centre that offers a view of the outside world - and a possibility of entering that world. It is possible that in some senses the window could be regarded as a feminine metaphor, as a window exists to be looked at and looked through - in other words it serves a similar function as the cinema screen in attracting the 'look', in the sense that contemporary cinematic theorists have analysed, notably Laura Mulvey on her seminal essay Visual pleasure and narrative cinema (1975). This school of feminist-psychoanalytical theory argues that, in the classic Hollywood film, the 'look' is always gender-specific, reflecting and perpetuating the values of 'a world ordered by sexual imbalance'. In simple terms, within a patriarchal society, the 'looker' is masculine; the object of the 'look' is feminine.

This can certainly be linked with contemporary discourse on notions of gender in the realm of new technology. Thus, Bill Nichols (in The work of art in the age of cybernetic systems - Screen Vol.29 No.1, 1988) suggests that, in the realm of computer interaction, we have moved beyond the 'look', but replaced it with another masculine concept:

A (predominantly masculine) fascination with control of simulated interactions replaces a (predominantly masculine) fascination with the to-be-looked-at-ness of a projected image.


Computer Metaphors and Feminine Experience

Yet, in opposition to this suggestion of male dominance, other metaphors present on the Program Manager screen seem also linked to a feminine-conceived worlds of experience. The concept of 'menus' suggests not only restaurants, but also the task of providing food - a task traditionally assigned to women. This is surely re-enforced by the Microsoft Windows hourglass item. Archaic now as a measure of time, it is most commonly and non-metaphorically found in the egg-timer - another aspect of food provision. In the MAC system (now adopted by Windows 95), there is, in addition, the 'Wastebasket', iconically represented as a 'trash-can' or 'dustbin' where unwanted material can be discarded. This too is firmly linked to domestic iconography.

Indeed, whatever form these icons take, many of them do seem linked to a feminine-conceived world of experience. Thus many of the business-linked icons of the Program Manager screen are actually related to jobs that have been traditionally undertaken by women, such as filing, making telephone calls and taking dictation.

Is this deliberate? There is certainly an argument that such screens were designed to be used by a largely female workforce in secretarial roles, and therefore the design of screens drew upon their likely life experiences in making the screen user-friendly. This is a pleasant idea, but seems a little unlikely. Secretaries were using such non-visual icon based applications as WordPerfect with every appearance of competence. Why, therefore, would the change-over to visual icons necessitate such a determined 'feminisation'? It is hard to resist the suggestion that, in this context, images are psychologically linked to images of earlier security. By using metaphors that link the user to early experiences of home, there is a familiarity that inspires confidence. Yet even this does not explain the more secretarial-linked metaphors.


It's a Man's World in Programming

Not all the metaphors on the Program Manger screen appear to be quite so gender specific. Many can be seen as gender-neutral. However, there is one very interesting exception, which is quite revealing. This is the icon for the programming language, Microsoft Basic. Here the icon is linked to the idea of the toolbox, the do-it-yourself equipment of a hammer, a chisel and a spanner. It is perhaps a little grotesque to think of such elements being used in programming. But the icon is clearly masculine-oriented, the world of do-it-yourself being seen as much the male prerogative as domestic work is the female. It seems to suggest that while many of the applications are targeted at females, or are gender-neutral, the act of programming is a male preserve, where tough men work at physically demanding tasks.


Out of the attic; into the living room

As an attempt to preserve masculine dominance, the symbol may seem something of a last ditch stand in the feminisation of metaphors. It is, perhaps, interesting in this context to consider what has been perceived as the 'feminisation' of an earlier twentieth century medium, the radio. In his essay, Archaeologies of electronic vision and the gendered spectator (Screen Vol.35 No.2, Summer 1994), William Body has traced the history of this medium as it moved from the territory of the young male in the attic to the centre of the family home in the living room. The language of the earlier critiques is amusingly familiar - fears that young boys were destroying their physical health and sacrificing social opportunities to spend time alone 'fishing' (see Note 1 below) with their radio sets is all too similar to the worries about computer games in the last ten years. The patronising language applied to the change in radio when women became a large-scale audience is familiar too, and one wonders whether a similar change will occur when women become seen as a target audience for the new technologies such as multimedia.

This may already be happening. A recently launched magazine, Easy PC, is promoting its product using one of the classic advertising formats, one almost as venerable as the notorious 2CK (see Note 2 below). The format chosen is clearly aimed at female consumers. The man is shown to be an idiot in practical matters, the woman calm and in control of domestic matters. The psychology of the advert is that, by the advertisers showing her superiority, the woman will be encouraged to buy the product. This format was famously used in the Oxo - Life With Katie cycle of advertisements in the 1960s, but has resurfaced again and again, as in the famous Persil - Skinhead ad. In the Easy PC ad, the 'mother' of the family is a neutral but wise commentator, who describes the ineptitude of her husband and the competence of, tellingly, her daughter, which has been resolved by the purchase of the magazine. This is fascinating in that the use of the rather old-fashioned format makes it stridently clear that a new female market is being sought by the publishers.


The academic response

One interesting aspect of this whole matter is the comparative lack of interest in the use of metaphors displayed by academic critiques of electronic media. Most of the standard writers on the subject (who are largely male), such as Boulter and Landow, have hailed the innovations of hypermedia as an opportunity for new definitions of Western culture and masculinity, a fresh opportunity to break away from what has been seen as the stultifying, passive 'feminine' force of twentieth century media such as television. Drawing heavily on the works of European artists and philosophers (again largely male) such as Barthes, Foucault and Derrida, Boulter (in Writing Space: The Computer, Hypertext and the History of Writing, Lawrence Erblaum Associates, 1991), has argued that television is passive and so represents a 'feminine' medium. As John Palattella has put it (in Formatting Patrimony: The Rhetoric of Hypertext):

the fear of television is simultaneously expressed as a fear of femininization. Television viewing engenders a preconceived feminine role because it induces passivity, and so it alienates the viewer from the active semiosis of literacy.

In contrast, the options of hypertext are seen as restoring a masculinity to the screen. William Body (ibid.) has commented:

What is striking about the diverse discourse addressing the range of new electronic imaging technologies is the claim that they promise to remake or destroy conventional television: to transform the scorned and degraded television set into a good cultural object; to reinvest the pacifying, even feminizing (in)activity of consuming television with fantasies of (masculine) agencies and power; even to reinvigorate US national will and industrial potency in the process.

Indeed, sometimes it appears that the whole possibilities of new media are being too narrowly defined as male-specific, as Sally Tinsdale has put it (in It's been real, Esquire, April 1991):

There is something terribly familiar about the flying pillars and smashed television sets, something smacking of comic books and Saturday morning cartoons. ... Here is a technology with massive power, stuck in the tiny paradigm of the white American male.

It might therefore be seen as an interesting subversion of the glowing vision of the brave re-discovery of the masculine ethos offered by the new technologies that, lying at the very heart of the 'bachelor pad' (as John Palattella [ibid.] has it), are so many icons representing metaphors that bring us back to the comforting connotations of 'Mom and apple-pie'.


Note 1: It is interesting that the slang term for scanning the airwaves was 'fishing', whereas the slang term for scanning the Internet is 'surfing'. Both are water-based hobbies and, more interestingly in this context, both are seen as predominantly male hobbies!

Note 2: This obscene piece of advertising slang - 'Two c****s in a kitchen, refers to the advertising format where two women in a domestic situation discuss the benefits of the product being advertised. This format had a long history until it was mercifully parodied into comparative obscurity in the 1980s.


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