history.mdwn (4996B)
1 **History** refers to the study, documentation and narrating of 2 the past. Knowing and understanding of the past is essential 3 when envisioning, planning and building the future. The way how 4 history is told affects the ways in which future can be 5 imagined. 6 7 Since permacomputing envisions a long-term future of the 8 computing that, it needs to tell the **history of computing** 9 in ways that make permacomputing and similar alternative ways of thinking more relevant. 10 11 Problems of mainstream computing history 12 ---------------------------------------- 13 14 A lot of things get eliminated from the mainstream narrative 15 for various reasons: 16 17 * It is essentially "winners' history": 18 * The developments in the US are overemphasized in comparison 19 to what happened in the rest of the world, sometimes even 20 eliminating prior art: Vannevar Bush's "Memex" vision was 21 not that original (see Paul Otlet), Douglas Engelbart was 22 not the first one to invent a mouse (see Telefunken's 23 Rollkugel), etc. etc. 24 * The history of computer networking is told in ways that 25 eliminates non-Internet networks, some of which were still 26 quite prominent in the 1980s. [[BBS]]es are sometimes 27 mentioned as a side curiosity because they are part of the 28 "consumer history", but what about BITNET, DECnet, etc.? 29 Even Minitel is scarcely mentioned even though it had 30 millions of users already in the 1980s, maybe because it 31 was French and therefore irrelevant. 32 * The history of personal computing very much centers around 33 a [[Californian narrative|Californian ideology]] where the young enterpreneurs (such 34 as Steve Jobs) were the heroes who liberated the world from 35 the evil mainframe culture. This is sometimes intertwined 36 with a more general "hacker mythos" even though its 37 approach to liberation was often largely non-commercial. 38 * It is also very much "consumer history" especially from the 39 1980s onward. Consumer-grade hardware and their applications 40 (especially games) get a lot of love, and even a lot of 41 obscure platforms from small countries are documented. 42 However, it is often very difficult to even find mentions of 43 prominent institutional or scientific projects, strange 44 non-US hobbyist subcultures, etc. 45 * There have been conscious attempts to make earlier 46 developments irrelevant or obsolete, especially in Internet 47 history: 48 * The "Internet years" idea in the late 1990s ("one year in 49 cyberspace is equivalent to ten years in meatspace" etc.) 50 was perhaps invented because researchers did not want to do 51 their homework. The pre-WWW Internet was so long ago in 52 Internet years that it was in a different era that didn't 53 need to be studied. 54 * "Social media" was defined in a way that made it possible 55 to start its history from the 2000s (again, eliminating 56 BBSes, Usenet, IRC, etc.) 57 * In general, each new user generation wants to pretend it 58 invented more things than it actually did. 59 * Local histories are understudied, especially those of 60 non-Western countries. The same applies to minorities, women, 61 lower social classes and many other group that don't get to 62 be as loud as the affluent white Californian males. 63 64 Problems in how the story is told: 65 66 * The overarching story is that of economic growth and 67 maximization. Hardware systems are divided into "generations" 68 (that may sometimes be only a few years in length) that are 69 intended to obsolete the previous generation. Big companies 70 and their business "achievements" (such as the establishment 71 of [[monoculture]]s) get a lot of praise. 72 * This "chain of obsolescence" narrows the technological 73 history down to a one-dimensional "highway of progress" where 74 there are only two possible directions ("forward" and 75 "backward"). This makes it difficult to envision other 76 directions and represent them in ways that don't sound 77 "backward". 78 * The concept of "[[retro]]" is used to separate some parts of 79 history and technology into a different world that is only 80 relevant to personal memories. This world is also the place 81 for "backwards" ways of thinking (such as the appreciation of 82 small and efficient program code that can't be justified from 83 business perspectives, or the acknowledgement of the benefits 84 of earlier communications systems in comparison to modern 85 social media). 86 87 Ideas and examples 88 ------------------ 89 90 * **[[Siliconization]]** is a concept that is used in Romania to 91 refer to how their local technocultural practices 92 ("șmecherie") were replaced by an imported "silicon valley" 93 model in the 1990s. 94 * Eriksson and Pargman have suggested the use of 95 **counterfactual history** as a tool to imagine computing 96 futures. It is often difficult for students and other people 97 to even imagine a computing world that is not built around 98 [[Moore's law]], so for example imagining how computing might 99 have evolved in a low-coal world can be helpful at making 100 this kind of conceptual leap.