SFAQ_issue_sixteen
SFAQ_issue_sixteen
SFAQ_issue_sixteen
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LINDSAY HOWARD & CECI MOSS<br />
In conversation with ANDREW MCCLINTOCK<br />
Andrew McClintock: Can each of you start by giving a brief background on how<br />
you became involved with curating digital art, or exploring technology in and around<br />
art?<br />
Lindsay Howard: I started using the Internet in the late ‘90s at first to meet<br />
strangers in AOL chat rooms and later to download music and hang out on LiveJournal.<br />
In 2004, I saw a net art piece by John Michael Boling and it blew my mind— that’s when<br />
I first experienced the web as an artistic platform. When I graduated college, I started<br />
a Tumblr where I posted my writing on net art, images, animations, and audio, either<br />
sourced from friend’s studios or from an international group of young artists I started<br />
to identify who were making and sharing work online. As a result of my Tumblr, I was<br />
invited to curate exhibitions in gallery spaces and my first was a group show called<br />
DUMP.FM IRL at 319 Scholes, where I subsequently became the Curatorial Director.<br />
319 Scholes is a physical meeting place for an international community of artists<br />
working online. We hosted the JstChillin.org retrospective after their two-year run as a<br />
browser-based gallery and commissioning platform, and worked with a number of guest<br />
curators, including Brian Droitcour, Francesca Gavin, Gene McHugh, Nicholas O’Brien,<br />
Christina Latina, Daniel Leyva, and Domenico Quaranta, who explored topics such as<br />
the relationship between landscape and screen-based practices, artists as archivists,<br />
fantasy and play in networked culture, and the influence of rave and electronic music<br />
on contemporary art. In three years, we exhibited over three hundred artists working<br />
at the intersection of art and technology. Since then, I’ve become interested in helping<br />
artists develop long-term, sustainable practices by exploring alternative monetization<br />
models for digital art.<br />
Ceci Moss: I graduated UC Berkeley in 2005 and during my last year there I took<br />
a media theory course with Dr. Todd Presner, who has done a lot of work with media<br />
theory and European intellectual history. Up to that point I was mainly interested in<br />
intellectual history and the 20 th century, especially in France, but through that class I<br />
got into media theory and that progressed into an interest in media art. I graduated<br />
and I moved to New York and the first job I got out there was the position of Special<br />
Projects Manager at the New Museum and Rhizome, which is a non-profit affiliated<br />
with the New Museum that supports emerging art practices engaged with technology<br />
through the new media art archive Artbase, commissions, publications, public programs,<br />
and more. I was a catch-all person for all these different things that they were doing,<br />
primarily fundraisers for the New Museum and for Rhizome. The project I was<br />
working on for the New Museum was a box set of video art called Point of View, so I<br />
spent about a year and a half working on that, then I was also involved in developing<br />
the membership program at Rhizome. Through this role, I got even deeper into not<br />
only new media art but video art as well. I fully immersed myself. I started writing<br />
for Rhizome at this time, and when Marisa Olson left her role, I applied and I was<br />
hired as the senior editor of Rhizome. That was really fun and rewarding, Rhizome has<br />
such an incredible history and there are so many wonderful, smart people involved<br />
in the organization. I had the opportunity to write about and work with a number<br />
of incredibly talented artists as well. I learned a lot through that, and I was heavily<br />
involved with the media art community in New York. In 2008, I started a Ph.D program<br />
at NYU in comparative literature while working at Rhizome, and my research project<br />
examined Internet art practices in the last ten years. In 2012, I taught for a year at<br />
NYU and in fall 2013, I decided I wanted to move back to the Bay Area and I got a<br />
job here as a the Assistant Curator of Visual Arts at Yerba Buena Center for the Arts.<br />
I’m continuing my interest in art and technology through this new exhibition series<br />
Control, which explores the role of technology in culture through solo exhibitions by<br />
emerging and established artists interested in thinking critically about technology’s<br />
influence on our contemporary world. For the first Control exhibition, I’m working with<br />
Jacqueline Kiyomi Gordon, who is interested in the technological design of sound and<br />
architecture, especially how it relates to the body and perception.<br />
AM: Let’s go back to when artists started using the Internet as a medium—about<br />
twenty years ago.<br />
CM: Artists were also using BBS services in the ‘80s, so it’s a pretty long history. In<br />
the ‘90s The Thing was a major hub for people who were interested in experimenting<br />
with art online. Rhizome, which began as an email list in 1996, was a way for people to<br />
share information and experiment with the web. I think what’s interesting about that<br />
history is that a lot of those artists weren’t necessarily coming from the mainstream<br />
contemporary art world, nor were they coming from the mainstream technology<br />
world, so you have a community that is really vibrant, critical, experimental—it was a<br />
fertile time for a lot of artists who were working outside a lot of the larger structures<br />
between them; there’s a lot of great work that was produced at that moment.<br />
LH: There’s also Eyebeam, a New York-based non-profit that was founded in 1997.<br />
Originally, they paired established and emerging artists in an R&D style environment to<br />
co-produce major works—early alumni include Tony Oursler, Mariko Mori, Alexander<br />
Galloway, Cory Arcangel, Golan Levin, and Zach Lieberman—and then it developed<br />
into more of an artist residency program.<br />
AM: You were the Curatorial Fellow at Eyebeam in 2012 and 2013, correct?<br />
LH: Yeah, it was an incredible experience. I spent the first few months going through<br />
their archives, reviewing nearly two decades worth of media art history. I became<br />
fascinated by the period of time around 2005/2006 when Jonah Peretti (who went on<br />
to cofound Huffington Post and Buzzfeed) was the Director of the R&D Open Lab,<br />
working with senior fellows Evan Roth and James Powderly. It was around this time<br />
that they started the Free Art & Technology (F.A.T.) Lab and Graffiti Research Lab. This<br />
crew was, and still is, a powerhouse. They produce groundbreaking work related to<br />
social communication, viral media, and creative technologies for the public domain. I<br />
pitched Eyebeam to curate a five-year retrospective of F.A.T. Lab’s work. The exhibition<br />
opened in April 2013, and brought together F.A.T. Lab’s network of artists, hackers,<br />
musicians, lawyers, and graffiti writers, to showcase past work, collaborate on new<br />
projects, and host a series of workshops and discussions.<br />
AM: I remember you saying that F.A.T. Lab were artists operating as hackers. What<br />
did you mean by that?<br />
LH: There are many ways to define a “hack” but it’s typically used to describe a<br />
clever, maybe playful, intervention into an existing system. So, for example, one of the<br />
pieces in the F.A.T. Lab retrospective was Evan Roth’s Ideas Worth Spreading, a full-scale<br />
replica of a TED stage. The installation was equipped so that anyone could go on set,<br />
record herself giving a talk, and quickly upload it online. It was about opening up a<br />
closed system—one that’s usually reserved for people who have a certain degree of<br />
recognition, influence, or wealth—and welcoming anyone with an idea to participate.<br />
AM: So would you say then that art in this medium is inherently political just because<br />
it’s going out of the system to create a voice? As I’ve been learning more about this it<br />
seems close to conceptual art, perhaps a way of looking at art.<br />
CM: There are a lot of people who have made that connection, for sure. For one, I<br />
think of the Sol LeWitt quote where he says, “the idea is the machine that makes the<br />
art.” His statement reveals how conceptual art adopted systems theory in various<br />
ways. When you read that work and the writing coming out of that period in the 1960s,<br />
there is some shared territory in terms of trying to rethink what an artwork is and<br />
where and how it functions. One aspect of conceptual art that parallels Internet art is<br />
that it doesn’t have a medium the way painting has a medium, the way sculpture has a<br />
medium. In the 20 th century you see especially with Clement Greenberg and Rosalind<br />
Krauss, this focus on medium specificity and that being a lens with which one would<br />
read and interpret a piece of work. A really compelling aspect of artists working<br />
with digital technology, especially working with the Internet in particular, is that they<br />
are doing something that isn’t easily interpreted under that kind of structure. And so,<br />
especially in the last ten years, you see a lot of critics writing about the post-media<br />
condition or post-media. The conversation around post-Internet is very much related<br />
to that, where people are just trying to think through where this art work is occurring,<br />
what it is.<br />
LH: It’s been interesting to see post-Internet art through the eyes of the contemporary<br />
art market. People don’t even know what it is. Gallerists know they want post-Internet<br />
art in their galleries. Collectors know they need post-Internet art in their collection.<br />
Artists are trying to make work that fits with the post-Internet art aesthetic. But,<br />
honestly, even the people who invented the term struggle to define it. My theory is<br />
that Post-Internet Art is the result of a persistent fear of technology. It’s an excuse<br />
to ignore Internet Art and go back to talking about and thinking about objects. post-<br />
Internet art ends up resembling pre-Internet art, in its mode of production, materials,<br />
and the conversation around it.<br />
CM: Why do we need pre and post? I would love to see more conversation exactly<br />
about what you’re talking about, people really deeply reflecting on network culture and<br />
what that means. In David Joselit’s book After Art, he says that in the last ten years we’ve<br />
seen this move away from medium, and he asks that we consider how we qualify art<br />
within the 21 st century. He suggests that we look at images as creating these intensities,<br />
as entities that can spark something within our culture. He also understands the art<br />
Jamie Zigelbaum, Pixel, 2013. Courtesy of the artist.