What does simulation want? It demands immersion.
Turkle’s book “gives voice to how scientists, engineers, and designers have responded to simulation and visualization technologies as those became central to their work over the past 25 years” (xii). It includes 4 case studies that demonstrate how simulation technology functions as extensions of the human self and forces negotiation between human beings and with machines.
In the 1980s, a 70 million dollar gift was given to MIT from IBM to facilitate the integration of computerization on campus. Turkle documents here the way that different faculty responded to the resulting systems and to other simulations meant to enhance or simplify the work of their fields.
Architects wanted to protect the “scared space” of drawing, with many complaining that the computer-generated designs defeated creativity because of the temptation to choose the preprogrammed defaults. Additionally, in contrast to painstakingly wrought hand drawings, designs made on the computer seemed “finished” before they had really been thought out.
Turkle also explores the relationship of physicists, biologists, chemists, and nuclear weapons specialists to simulations in their work. Over time, simulation software became increasingly BLACK BOXED: “the term engineers use to describe something that is no longer open to understanding” (26). Overwhelmingly, although younger practitioners tended to accept the increasing opacity of digital tools more readily than their senior colleagues, the prevailing feeling was that “scientists should never abdicate authority to instruments they did not fully understand” (61).
Indeed, “from both sides of a generational divide, there is anxiety that in simulation, something important slips away” (7). “Screen versions of reality will always leave something out, yet [they] may come to seem like reality itself” (17).
However, by many, “from the time it was introduced, simulation was taken as the way of the future” (12). Increasingly, our work and our lives are conducted “on, through, with, and between… screens” (150). What does simulation want? Turkle concludes by reiterating the idea that “simulation seems to want, through our immersion, to propose itself as a proxy for the real” (80). Keeping tabs on “who we are” in relation to the software and apps that we use thus becomes a difficult and slippery question.
