Creator of the design and research practice Technoflesh, Simone Niquille draws from her background in graphic design, photography, and branding to demystify the processes behind the digitization of the body. Currently working in Amsterdam, Niquille received a BFA in Graphic Design from the Rhode Island School of Design and an M.A. in Visual Strategies from the Sandberg Instituut Amsterdam. While currently teaching Design Research at ArtEZ University of the Arts in Arnhem, Niquille continues to produce research, graphic work, films, and installations internationally, most recently as a commissioned contributor to the Dutch Pavilion at the 2018 Venice Biennale entitled Work, Body, Leisure.
Wielding her knowledge of contemporary design tools, Niquille’s visual work investigates the mechanics by which graphical user interfaces create and also reinforce historical standards for the body. Covering an array of applications and disciplines, Niquille implements and manipulates these software to demonstrate how normative calculations of the human form get cast into the sphere of digital media but also how those then dictate further designs for the body to live and to work. In this interview, we discuss the impetus behind Niquille’s work, her research into anthropomorphic standards, and her contribution to last year’s Venice Biennale [this article was originally published in 2019 Ed.].
Much of your work endeavors to uncover the normative standards so deeply embedded within anthropometric design. Part of the problem you identify is that the normative function of design––as it relates to biometric data––is that it often disguises itself; whether it be through the projection of these standards as “scientific” fact, or through a particular software interface. We’d like to begin by asking you how you yourself became both aware of and interested in interrogating the exclusion and violence of these kinds of standards. How do you conceive of your work as intervening in or responding to this practice?
My
background is in photography and graphic design. I’ve worked in
branding and identity strategy previous to my practice Technoflesh.
This mixture evolved into what I explore with my practice: the
digitization of corporeality, its consequences, and opportunities.
Branding is an exercise of representational politics and identity
construction. In my practice, this takes the form of an inquiry into
capture technology and identity strategy. Capture technology has
evolved from traditional photography towards various forms of
computation, whereas with identity strategy, the application of the
acquired body data is imagined or challenged. My design process is a
way to use, investigate, and challenge tools, modes, and mechanisms
by participation. My practice is a design studio. This is a conscious
identification with the field of (graphic) design to challenge what a
practice of branding or identity strategy entails. Arguing that it
does not only take place through the use of design software but
already within the code of the software itself. As a designer, I am
part of the processes I challenge as both user and
interrogator.
Jeff Raskin’s book The Humane Interface: New Directions for Designing Interactive Systems, published in 2000, proposes various design rules towards a human-centric machine interaction, critiquing current interface design as setting the user up to fail through misplaced transparency, complex choice architecture, and obscure icons. Some of these suggestions are absorbed in contemporary software interfaces, for example macOS’ graphical user interface, which by simplifying options obscures complex internal mechanisms. The graphical user interface takes on the role of sleek cladding mounted to a building’s facade to cover messy infrastructure. Rayner Banham’s critique of domestic infrastructure “A Home is not a House” could be paraphrased as “An interface is not a software.” This particularly applies to proprietary software where an interface allows access to functionality but restricts the user’s ability to the workflow dictated by the interface.
Architecture cannot be avoided when dealing with these questions, as it is a spatial reflection of some of the constructed assumptions that exist around identities, bodies, and representation.
Architecture cannot be avoided when dealing with these questions, as it is a spatial reflection of some of the constructed assumptions that exist around identities, bodies, and representation. Much like architecture, interface design, or user experience design (UX), is modeled with a specific subject in mind.
With
parametric design processes becoming prevalent in many practices and
industries, a challenging and understanding of the tools at use and
their built-in defaults, a radical software archaeology, is
paramount.
As you often cite Le Corbusier’s Modulor, it is clear that there is a concatenation of historical precedents for establishing standards from the human form––Da Vinci’s Vitruvian Man being another prominent example. Do you think the digital harnessing of this practice has aggravated or intensified the persistence of these norms in contemporary design?
What
differs in contemporary design practices as opposed to analogue norms
such as Modular Man, is the ubiquity and scale at which design
software is distributed and used. These “tools”
are often proprietary software whose parameters are hermetically
sealed. Functionality, and thus accessibility, of mechanisms is
determined by the graphical user interface. As such, parameters built
into the software code are distributed and applied by default without
user input or possibly even knowledge thereof.
What differs in contemporary design practices as opposed to analogue norms such as Modular Man, is the ubiquity and scale at which design software is distributed and used.
These historical precedents are important to reference however, as I believe that a certain pictorial language and understanding of representation has been formed in Europe during the 1500s that can be detected in contemporary computational tools. Understanding the reach of today’s tools of creation, an investigation into the origins of certain assumptions is critical. What defaults are built into Adobe Systems’ software suite, or Autodesk’s portfolio?
The
defaults I speak about are often so ubiquitous it seems banal to
point them out: In 3D software, a “floor”
is by default a plane along the x and y-axes.
It requires additional labor to transform the plane into a bumpy
floor, a grated floor, or anything else. Of course, this is part of
the creation process, but regardless, one does not start with a blank
space but with a plane or a geometric solid that then gets
manipulated into the desired shape. The consequences of such inbuilt
parameters might be more apparent on a default in-software scale
figure––what
body does it represent?
You mention in your essay “What does the Graphical User Interface Want?” that contemporary parametric design tools embed normative standards of the human body as modeling guidelines. Unlike SketchUp, where there is an explicit inclusion of a body––a scale figure––in the design interface, parametric technologies inform a standard of a normative body more implicitly, where the image of a body is excluded from view. It would seem that the obfuscation of the body within parametric software actually operates at a more insidious level. While it does not present visually a kind of ideal standard for an architectural subject––white, male, etc.––the numeric representation of this figure quietly enforces this standard in a more pervasive way. Perhaps you could expand a bit more on how this actually operates within parametric design tools, what kinds of anthropometric standards are present within the software, and what are the implications?
In
my recent work, I’ve investigated anthropometric measurements used
for ergonomic simulation software and how such body data is the
origin of digital human representation. The first digital human
model, created at the University of Pennsylvania in the 1980s by a
team led by Norman Badler, informed current CGI animation software,
as well as scientific computation. This very first model called
“Jack”
has been spun out of the University into an ergonomic simulation
software startup and has, through a series of acquisitions, become
part of Siemens’s software portfolio. The software’s visuals look
like a kind of Sims computer game for engineering. Avatars, according
to body measurement data, are posed to perform tasks at workstations
or interact with a product. The interaction data is then to answer
questions such as: Can this handle be reached? Does this sitting
position create back stress?
In
this case, anthropometric data simulates a future user to assess a
product or workstation’s usability. Aggregating a body measurement
database encompassing enough subject data to be relevant for such
surveys requires large resources. Multiple measurements are recorded
per subject, up to 100+ landmarks per body. This used to be done by
hand until the CAESAR survey in 2000 commissioned the first whole
body 3D scanner by Cyberware in
California. The company previously produced scanners for Hollywood,
famously used for special effects in Star Trek and Terminator. The
addition of a digital capture method makes the CAESAR database
incredibly valuable for various research initiatives. Not only is
body measurement data collected, but meshes of the subjects are
scanned as well. This led to the database’s use in various
research projects on digital human modelling. As a result, the
database’s
influence can be traced in different contemporary software, from
ergonomic simulation to animation, and modelling. The scanned
subjects have, due
to
lack of
other resources, become the go-to benchmark of digital bodies.
The
first digital human model Jack, mentioned earlier, was based on an
anthropometric database called ANSUR, conducted by the US Army for
airplane cockpit and gas mask designs in the 1980s. This database was
produced for a specific intent, a design to be used by the Army
personnel. However, the collected data only represents this very
specific group at that specific time. The database, however, is still
accessible today via a drop-down menu in the Siemens software. Jack
has since been updated to encompass other available databases,
however, the options remain scarce and, as such, necessarily omit
certain bodies.
Furthermore,
translation of corporeality into computable data requires reduction
into categories for later filtering and analysis. This reinforces
reductive classifications such as gender and race. Once part of the
software, this data is selected via a graphic user interface that is
based on these labels. As a software user, one would then compile a
digital human model to assess a design according to these (limited)
attributes: female, 179 cm, 65 kg, Japanese_2006.
Speaking
to Allison Stephens, the former technical lead ergonomist at Ford for
factory workstations, it is clear that for her practice such software
is just one tool of many for ergonomic assessment. In Ford’s case,
the data describing the numeral body in the software is collected
internally at the company. But what parametric design promises is a
solution rather than one version of many outcomes. As such, body data
selected by a drop-down menu is political. How would a user know what
data is behind the database ‘German’, ‘Korean_2003’,
‘NA_AUTO’? Whose data is collected by whom, and classified with
which label?
Following up on this last question, what might be the agency of the user to possibly alter these variables?
To
remain skeptical and refuse computational technology as a singular
answer, a silicon solutionism, and instead regard it as one of many.
Several of the design programs you are researching are implemented, among other functions, for the study of bodies in various workplace conditions––it appears mainly as regards to manufacturing. The function of these programs appears often to be presented as a tool for safeguarding the human body from workplace actions and activities that might cause it harm or stress. Of course, the recording and calculating of the limits and efficiencies of bodily function in the workplace also speaks to a motivation towards economizing the body. As you often refer to the language or structure of these design programs as masking the underlying violence of anthropometric design and biometric data, do you see them also masking a more economic incentive?
Measurement
and quantification of the body cannot be separated from economic
incentives. This also holds true for anthropometric data. Motion
studies performed at Ford Motor Company’s newly introduced assembly
line were intended to optimize the weakest link in the otherwise
efficient automation, the human worker.
By attaching lights on workers hands and taking long exposure photos, the motion path invisible to the eye was rendered visible on photographic film. This
visual analysis allowed movement optimization by identifying and
eliminating any unnecessary motion. Technical advances in seeing
technologies have played a huge part in the body politics of today.
Which
isn’t to say
that prior
to machine vision, biometric data collection, or the invention of the
mug shot in the 18th
century, there wasn’t any “reading”
and scrutiny of the body, but computational vision systems have
introduced a presumed objectivity of the “seer”.
By replacing the one who is looking with an object, a code, a gadget,
or an algorithm, the creator’s subjectivity is obscured.
This subjectivity can and often is driven by the market of a given product. Speaking to a developer of a popular motion capture system about the functionality of the systems calibration––the process in which a physical body wearing a motion capture suit is aligned with a digital double on screen––a systemic bias influenced by the product’s demand revealed itself. Calibration for a white male body was incredibly smooth, the only data necessary by the suit’s wearer was the shoe size. The remaining body measurements were guesstimated based on the large user base of the product. Were the suit’s wearer of another race or gender, manual measurements would have had to be input for a successful calibration. The product is popular in the video game and special effects industries, and its functionality is made most accessible for its prime user.
Measurement and quantification of the body cannot be separated from economic incentives. This also holds true for anthropometric data.
Corporeal
data does not execute violence on a body by simply existing, but its
mechanism is intertwined with economic incentives of optimization and
safety. In the case of ergonomic simulation software, as described
previously, worker safety plays a large factor in insurance policies
and as such is an economic interest beyond production efficiency.
You participated in the Dutch Pavilion at this year’s Venice Biennale of Architecture, which interrogated contemporary discourses around labor and automation. Could you tell us about your contribution?
“Safety
Measures”
is a commission by Het Nieuwe Instituut for this year’s Dutch
Pavilion. The work is an investigation into body measurement data as
it is used in ergonomic simulation software, its origin, and
consequences. Such software is used in analysis of factory
workstations as well as in product design. The US military is
developing an ergonomic simulation for the evaluation of a soldier’s
carry-load, for example. In industrial applications, the software is
used to answer a set of questions about a design before it goes into
physical production. In this way, the software is economically
relevant as it saves the cost of building 1:1 prototypes as the
testing is done virtually by digital human models. These avatars
simulate whole populations, age groups, etc. The data used is taken
from anthropometric databases. The recent, most extensive survey of
body measurements collected data of a few thousand subjects in the
US, Italy, and The Netherlands to create an average of all the NATO
countries. In the survey’s documentation, it is noted that Italy
had been chosen because
its citizens are the shortest and The Netherlands’
the tallest. This geographic blanket capture thus was intended to
generate a representative spectrum by collecting the extremes.
“Safety
Measures”
is a work into the mechanisms of this anthropometric data which still
serves as a backbone to most ergonomic simulation software, as well
as the history of such digital human representation.
A
print by German draughtsman Erhard Schön from 1538, “Fünf Figuren
in einem Gebäude”, serves as the template for the pavilion’s
physical installation. Schön’s work is an elaboration on the
“invention
of perspective”
that completely changed two-dimensional representation of
three-dimensional space. Schön extended Dürer’s method of tracing
the physical through a grid to create a “realistic”
spatial representation to the human form. By encasing the corporeal
in geometric solids, he was able to position, scale, and rotate the
figures in a drawing at will. His work, despite having been created
almost 500 years ago, echoes in contemporary 3D software.
We are living in renaissance times mediated by computation.
The drawing
“Fünf Figuren in einem Gebäude” suspiciously looks like a
low-resolution render, the figure’s mesh reduced to a minimal
polygon count. When Ed Catmull, founder of Pixar Animation Studios,
created the first animation of a human hand in 1972 as a student at
Utah University, he employed a similar technique: by
drawing a network of polygons on a gypsum cast of his own hand, he was
able to transfer the grid’s coordinates into the computer to
recreate a digital copy of the physical.
The
installation is a recreation of Erhard Schön’s print as a three
dimensional, “life-sized”
inflatable jumping castle. Visitors can sit on it and recline with
one of the five figures to watch an ergonomic simulation of the
original Jack digital human model assessing the inflatable 3D model.
The process to create the inflatable challenges the reality implied
in Schön’s drawing: first,
the original print was re-created in the Blender 3D software. With
the use of virtual cameras, different perspectives could be observed
than
the viewpoint of Schön’s original drawing.
Here the construct of Schön’s reality revealed itself. To achieve
a rendered image similar to Schön’s drawing, the five figures had
to be of varying size, even though the original image implies a
multiplication of the same figure in different poses. For the figure
in the front to resemble the one in Schön’s drawing, it had to be
scaled by 130%, for example.
In
my practice, I use CGI software to re-create visuals and interrogate
images by reconstruction and virtual cameras. The synthetic
construction is a revealing process. As a next step, the digital
model was 3D printed. The scale model is necessary to drape sheets of
paper over the form to trace a two-dimensional pattern, similar to
pattern making in clothing. This flat pattern is then sewn together
to create the inflatable. Once inflated, the two-dimensional becomes
three-dimensional, yet again. This back-and-forth
translation of the original drawing through several dimensions was
ultimately not only a production process but also revealing the
construction behind parametric representation. We are living in
renaissance times mediated by computation. Contemporary software and
its method of representation is, at its core, not much advanced from
the assumptions of the 15th
century. Rather than a Futurist, I’d like to practice being a
Medievalist, looking into the past and tracing its remnants in the
sleek surface of the present. If the tools which we use contain
visions of the past, what future is being built?
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Writer and fake architect, among other feints. Principal at Adjustments Agency. Co-founder of Encyclopedia Inc. Get in touch: nicholas@archinect.com
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