Those who cannot remember Web 1.0 are condemned to repeat it
from "Reason in Common Sense", the first volume by George Santayana
not my favourite philosopher, I admit, but the quote is too good not to use it
Well, of course
So, what was in fact this Web 1.0? We need to look at it now with the benefit of hindsight as without the clear understanding of Web 1.0 all talks about subsequent versions of the InterWeb will inevitably just produce an equivalent amount of hype that can only obscure the reality. At the foundation of Web 1.0 lied HTML. And it was just this – a HyperText Markup Language – perhaps the most crippled computer language ever devised it could only do what it says on the tin. Tied up with HTTP protocol in an inseparable mass this HTTP/HTML alloy was placed right in the foundation of the WWW and that’s exactly the kind of burden we have to carry into the future. In those early days the vision of the Internet was no more than just a collection of texts enhanced, in comparison to paper texts, with the ability to link otherwise separate documents with hyperlinks. No more nor less. Behind it was still the idea of printed books. The whole Internet looked as a huge library with universal 24/7 access. More importantly all content structure of the Internet itself was also modelled from printed books, with web sites being in a way similar to specialised libraries and their directories being books with web pagers clearly standing as separate documents with separate single titles and the continent was assumed to be linear and one-dimensional.
The same concept of linearity applies to larger Internet structures. The general assumption was that the content is guided by principles of linear narrative, or in other words that it should be read from the beginning to the end and from top to bottom. Actually it was assumed that any given piece of content must have its beginning its body and its end. Once again we are dealing with an idea of a written text that originated in classic literature of 19th century. So at this stage, search engines appear as a form of a catalogue allowing quick keyword search through those structured and subject oriented texts.
Now we have a library, a catalogue, and we have users, who are not even users just yet, they are only readers. And what those readers could do in that global library? Well, only what they were supposed to do, and they were supposed to read. HTTP protocol allows read-only access. HTML language was not designed for constant editing of documents. What advertised itself as second reality turned out to be just an enormous collection of texts.
This created a certain type of user self identity that would have been better characterised by the word of the time: a visitor. The state of an Internet user formed at this stage could be seen as completely anonymous passive recipient, an invisible traveller, a museum visitor who is only allowed to see objects, but never allowed even to touch, not to say to modify them. Production of Web content was primarily limited to a very tiny circle of Internet professionals and was out of reach for those who viewed their computer as just a sophisticated typewriter. Static pages, passive visitors, huge catalogues, plus constant buzz about virtual reality - that’s how our beginnings look like.
It’s not that Web 2.0 came out of nowhere. Changes amassed gradually within a period that might be called Web 1.5. First your typewriter with a screen turned into a multimedia PC - remember how a simple addition of a soundcard and CD-ROM overturned the whole concept of this device? Now text stopped being the only possible continent on the Net. With it came filesharing for which neither HTTP, nor HTML were designed and which required user authentication. Two other things, contributing to these changes were e-commerce and interactivity.
E-commerce was perhaps the most significant in breaking through the virtual barrier as it provided a bridge between the real world and that virtual reality, previously separate from it. Now you could find a virtual object in this virtual world, provide your real details, pay with your real credit card and a week later a postman would bring it to your doorstep in a form of a very tangible real object - the first and perhaps the most important breakthrough in this real vs. virtual dichotomy. Real credentials placed in a virtual world and a virtual world producing a real object in return, that’s a very demystificating experience. In addition, our visitor for the first time became active, online shopping required definite actions and produced tangible real-world results of those actions.
But what finally turned our visitor into a proper user was interactivity, where bulletin boards and forums are perhaps paramount examples of the genre. It’s there the final transformation took place – now our visitor could quickly switch from an invisible observer to active and personified participant. Nicknames, usernames, passwords and avatars all suddenly became attributes of nearly everyone who ever spent some time on the net. Now another state of internet presence emerged – instead of having a homepage user became accustomed to having profiles. Notably, those two are differently related to the concept of online self: if the former was about that very self and presented some text or images produced by that self, the latter is actually a facet of online self or at least being perceived as such. For the first time profiles established not "is authored by me" but "is me" relation between online self and a URL. In other words, "this URL is me in syberspace".
Although being scattered all over different services these profile pages became constituent parts of a new type of online personality representation which is different in kind to the one provided by homepages only. Bulletin boards and forums or, broadly speaking all that comes under the term interactivity, also changed the type of content, adding to the previously prevalent linear narrative a different tree-like conversational structure that came not out of planned writing of a single individual (author) but as a result of a conversation between an indefinite number of participants.
This collectively produced content had no single author, no linear structure and perhaps no pre-defined narrative structure at all, as even if a particular subject in forum discussion might have a beginning, it surely has no end and at any time can stroll away from the initial subject to some off-topic deviations that may sometimes never to come back to the initial point. This type of content better known as "user generated content" is fluid, dynamic, progressive and growing and only this variety content can be seen as truly and genuinely specific to the Internet.
In the same way as printing revolution produced after some time a bunch of literary forms from pamphlet to a novel, the Internet, or better computer revolution, begins to produce its own specific modes of existence for written word, changing on the way the meaning and the perception of the written word as such. In many respects it is the most significant cultural consequence of this revolution and I promise to discuss it in more detail in a piece on Search Engines I am planning to write next.
Suffice to mention for now that as a result of this our visitors or guests became gradually trained to act as users, they now expect to be identified and recognised, expect to be able to contribute to almost anything, expect to be able to leave a trace either in a form of a comment or in "last visited" logs, expect to be seen when online and addressed by their fellows. This gradually turned the perception of the net from being a tool of information dissemination to the one of active real-time communication. Instant Messaging too contributed to this training albeit in an indirect form. Remarkably, it’s been brilliantly reflected in traditional paper literature already in the book Loneliness on the Net by Janusz Wiśniewski.
Needless to remind here that for all these activities neither HTTP nor HTML were designed, but in the absence of native solutions twisted and crooked implementations of HTML and HTTP became common practice to such a degree that to this day we all prefer to turn a blind eye on the perverse nature of these solutions.
Please, consider this being a first part of a larger article that I just had to split as otherwise it would be over 7000 words
To be continued…
tags: interweb, internet history, janusz wiśniewski, loneliness on the net, matrix, web 1.0, web 1.5, web 2.0, web 2.5, web 3.0, interactivity, online self, parallel reality, period of transition, transition period, user generated content, users
Posted by LZZR under Social Networks |
































Looking forward to parts 2 & 3.
The alloy of HTTP/HTML are a workflow methodology, yes, akin to publishing instead of what Information Theory demotes as the creative oppotunities noted as the ‘problems with noise’, but regardless the asymetrical nature of communication is embraced by the said above alloy.
Also, ‘users’ is a misconception of role within a system. Just as UML is a tough broker for software design, like the HTTP/HTML alloy, the role of the participant is ‘actor’ (or actress - as I know Lora will be reading this!). This ‘playing a part’ in collaboration is an ‘instance’ of identity of the participant - it is neither the person or their online identity, merely a part in a production - an actor on a stage - the software’s logic is the ‘remote’ director.
The joys of web2.0 have unleashed a myriad of roles - many people being assigned the role of an ‘extra’ in a sitcom or hollywood motion picture. Social objects like facebook/twitter/youtube et al, are fueling notions of identity which lead to panic room projects like Data Portability. Collaborative projects are designed around the acquisition of live data by inducing a user centric proposition that involes ‘role’.
Taking from game theories, the goal driven modality of software design designates the particpant as another object with the game; ultimately this produces non-zero strategies resulting in competition, not collaboration. Collaboration without wins (or losses) is possibly the route to build systems that support substainability, which is a principle required for Berners-Lee’s GGG (Giant Global Graph).
Creativity and Software have yet to be joined under a principle of non-zero gain that constructs reusable semantic concepts, because language trims the affordances of possibilities, thus narrowing identity to a role of persona.
Therefore, the semntical web can never be based on language but purely creativity, leaving participant’s egos behind in the ‘i’m here doing this’ of the web2.0 wake.
Comment by zeroinfluencer — March 2, 2008 @ 8:40 am
Thanks David!
On two bits I was able to grasp:
1) HTML/HTTP compound is as antuquated as 286 processor thing that are happening right now on the Web had outgrown it long time ago and eventually this compound will be replaced by a much more workable combination (more on this in one of my next posts).
2) With User I’ll stick to my guns. I considered using the term Actor but finally rejected it for two reasons: if it is about “acting” as in “take action” than it is too vague and does not describe the specific role user has within a system but if it’s “acting” as in “stage acting” it brings a bunch of misleading connotations hinting that our user “performs” whilst online and I am not sure that it is so as it is perfectly possible to keep consistent self without the kind of detachment that is always present between an actor and a charachter he or she plays.
As for the rest, game theory is not really my cup of tea but I would still argue that the WWW is primarily textual activity only complimented by things like video and audio content and this is what makes what it is. Besides I don’t see language as being a constraint for creativity, but rather as one of its tools.
Once again, thanks for your feedback and please, find some time to produce a piece on identity/self/representation etc. There is much to discuss there!
Comment by LZZR — March 3, 2008 @ 9:20 am
You’re welcome.
Just to chip in the notion of role again; the ‘user’ is within a morphology of contexts within web2.0ness - the ever moving flow of data will change the affordances of the users actions; this is something new compared to the clunky portal publishing model of web1.0.
The WWW as a whole is neither narrative, though it persists as an archive within Google/Internet archive, nor a platform - which is about conversation. The form is akin to ‘real time stories’ which does lend itself to standup comedy instead of classical acting; regardless the (shifting) contexts enables the user to perform, within the confines of language (the basis to code).
But I’m interested in reading your forthcoming posts, and I will get around to the identity post at some point, work is dominating most of the hours at present.
Comment by zeroinfluencer — March 3, 2008 @ 2:54 pm
I gather you define the subject relative to Ego - hence Actor rather than User whilst I’m trying to look at the subject-system relationships, so User is a necessary and sufficient term to describe this.
on the subject of WWW as a whole I beg to differ - at least in its Web 1.0 version it is primarily an enormous collection of structured and sometimes cross-referenced narratives and only now through Web 1.5 phase it gradually transforms to a state in which conversational context is going to become predominant.
Are you sure that performance is what defines the content rather than the subject in our case?
Comment by LZZR — March 4, 2008 @ 7:51 am
[…] States of Presence So picking up from where we left off in the post on the Internet History let us summarise in condensed form what we may take from there and use in our further […]
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