Wikileaks, cultural discourse, and why the leaks might not make a big difference

In 1985 American literary critic Jane Tompkins published a book, Sensational Designs: The Cultural Work of American Fiction. It was an attempt to attract critical attention to novels – often bestsellers – that had been traditionally ignored or even panned by the canon-makers who dominated literary criticism. It represented an opening up of “low” art to “high” critical modes. Among other books, it looks at Harriet Beecher Stowe’s Uncle Tom’s Cabin not just as a sentimental novel but as a persuasive political text that swayed the hearts and minds of Americans everywhere. It credits it with an important role in the Civil War – that of getting the word out and making it cool to be anti-slavery.

Tompkins talks about bestselling fiction as cultures speaking to themselves. Harry Potter and Twilight and Dan Brown’s works aren’t just bestsellers because they have a good story or they’re wonderfully written – if anything, they suceed despite that. What those books all do is take a central cultural dilemma and work it out in a safe, controllable way, helping to assuage the fears and worries of millions of readers and allowing them to reimagine the world with those conflicts resolved.*

Journalists are just as much a product of the cultures we write in and about, no matter how much we’d like to pretend otherwise sometimes. Perhaps the only exception is Wikileaks, because it’s outside national cultures; even so, its journalism work is subject to the same forces and influences as the rest of us.

Yesterday Wikileaks published, simultaneously with the Guardian, the New York Times and Der Spiegel, 92,000 logs from the war in Afghanistan that show the conflict at its most naked and basic. There are too many of the documents for the picture to be clear at this stage – there’s still a lot of work to be done – but the three news organisations have already done a great deal of work towards stitching coherent narratives together to make stories for easy consumption.

But the story resists consumption. There is no easy line through the logs that builds a narrative anyone can agree with; the documents are sticky and difficult and present problems that are simply insurmountable. As Wikileaks fouder Julian Assange said today:

The real story is that it is war, it’s one damned thing after another. It’s the continuous small events, the continuous deaths of children, insurgents, allied forces (…) This is the story of the war since 2004 and like most of the accidents that occur in the world, they are as a result of cars not buses, most of the deaths in this war are the event of the everyday squalor of war, not the big incidents.

But that’s not a comfortable story that gets us to sleep at night. It’s not our brave boys or the illegal war or Private Jessica Lynch, whichever version of the story you read. The good guys aren’t so great and the bad guys aren’t easily identifiable and everything is blurred right down to the level of individual decisions that might or might not be right, on the ground, in that time and place. That’s not a story that assuages any fears or resolves any conflicts neatly or easily.

And for that reason, I agree with @jayrosen_nyu. He says:

I’ve been trying to write about this observation for a while, but haven’t found the means to express it. So I am just going to state it, in what I admit is speculative form. Here’s what I said on Twitter Sunday: “We tend to think: big revelations mean big reactions. But if the story is too big and crashes too many illusions, the exact opposite occurs.” My fear is that this will happen with the Afghanistan logs. Reaction will be unbearably lighter than we have a right to expect— not because the story isn’t sensational or troubling enough, but because it’s too troubling, a mess we cannot fix and therefore prefer to forget.

Journalism, like literature, is a culture speaking to itself, defining itself, creating and reinventing itself. Whether fiction or non-fiction, a good story has to be in the right place at the right time in order to make real change within a culture. Yesterday’s Afghanistan log disclosures aren’t safe, or pretty, or easily understood. They don’t tell a story that anyone can nod along to. They don’t lend themselves to easy summation or even a coherent narrative. They remind us that the situation is far more complicated than we normally imagine. And I don’t think that’s a story we want to tell ourselves right now.

* Because those are all relatively recent works, it’s hard to pinpoint precisely which conflicts they’re resolving and how. If I had to: Harry Potter is dealing with anti-technology backlash, fear of rapid change, desire for an underlying order in a world without metanarratives, and the fact that the good and the bad guys all look the same these days; Dan Brown is dealing with surveillance and secrecy fears as well as the terror of the destruction of metanarratives and the worry that there might actually be no underlying purpose for anything; and Twilight is tackling changing and confusing rules and mores in male and female sexuality and transposing them into a “safe” traditional narrative where everyone knows the rules. But it’ll take a good few years yet before the picture is as crystal clear as, say, the way Peyton Place’s popularity came from how it dealt with fears and growing understanding of human sexuality in the wake of the Kinsey Report.

The aesthetics of hyperlinking

This post is long, overdue, and wordy, and some of it was written while I had a fever. So I present as a pre-emptive antidote a very enjoyable and quite silly browser game about information overload.
Continue reading ‘The aesthetics of hyperlinking’

It’s oh, so quiet…

It’s a little quiet round these parts at the moment, thanks to a couple of work projects, a couple of extracurricular projects and these pesky impending exams.

So here’s a quick look at a few things I’m working on. A more regular blogging schedule will resume after Friday’s NCEs.

While I’m at work:

City of Culture
Since March, I’ve been planning, organising and running the Evening News campaign to make Norwich the first UK city of culture in 2013. (Do you know how much cumulative time, energy and repetitive copy it would save if I could hyperlink like that on my paper’s website? Anyway.) I’ve written or at least planned a page lead at minimum most days since the campaign began, jumping to more than 2,000 words a day during the Norfolk and Norwich Festival. Now we’re in the final push – the decision’s expected sometime in early to mid July, but we don’t know when. My job at the moment is to make sure we’re ready, whatever the decision, whenever it comes. Including if it comes on exam day.

Lord Mayor’s Celebrations
Every year since 1976 Norwich city council has held a celebratory weekend with a procession of floats. (The history of the parade goes back to the middle ages or further.) This year, the Evening News is printing 10,000 souvenir issues for the parade on July 10, with an 8-page supplement wraparound, as well as a lead a day in the week before the parade and the now-traditional 8-page picture-led supplement for the following Monday’s paper. I’m planning and writing most of the coverage for both, as well as shooting video and, bizarrely for me, sitting on the float judging panel.

Both of these are on top of the day-to-day general reporting life, tackling calls, early and late shifts, magistrates and crown courts, council committees and meetings, and other diary and patch jobs.

Oh, and revision. I forgot about the revision.

Extracurricular activities:

Six Months In Scents
I’ve just begun a blogging project I’ve planned for a while, challenging myself to write reflectively every day. I’m using my weirdly large perfume collection as a lens for a daily blog on scent, memory and the evocative links between them. Or I’m just writing an extended essay about the experience of community and collectivity around perfume that wouldn’t be possible without the Internet. Or I’m wearing a different scent every day for six months and waffling about how it makes me feel. It’s an experiment.

Live-action Pokemon Red game crossed with pub crawl
This needs no explanation. Well, actually, it needs a lot of explanation, and I’ll blog about it properly once we’ve considered the results from Saturday’s playtest.

Serious Business
My partner and I are going through the tricky business of writing up a business plan to turn Zombie from a not-for-profit hobby into a potentially profitable business. At times it’s mindtwistingly complicated but slowly it’s taking shape as a project that might turn a profit in a couple of years’ time.

On this blog:

I’m about 2/3 of the way through writing an enormous thinkypost about the aesthetics and grammar of hyperlinking in the wake of the Nick Carr affair. There are posts in the pipeline about Kingdom of Loathing‘s community, economy and monetisation, personalising journalism rather than customising experience, and a few other ideas that have caught my imagination.

But for now I think it’s fair to say it’ll be a little quiet around here till I’m the other side of the exams – even if it’s not so quiet anywhere else.

Braindump: just add points

Interesting presentation by Sebastian Deterding looking at what user experience designers can learn from game design.

Although news orgs face very different challenges from UX designers, the basic messages about shallow vs deep engagement, using multiple interacting points/currencies and measuring achievement, effort and attainment in a meaningful way are very relevant. Take a look:

It’s interesting to look at the Huffington Post’s community moderation badges in terms of this presentation. My gut instinct is that they fall, along with Foursquare, into a category of too simplistic game-like systems (“Just Add Points”) that don’t actually tap into the power and fun of learning that is one of the fundamental building blocks of good game design.

It’s also worth checking out this post on rescuing princesses at the Lost Garden. If you click through to the slides (PDF) there’s a thoughtful discussion of the differences between app and game design, and a very useful breakdown of STARS atoms – essentially, small chunks that introduce players/users to new skills, let them discover how to use them, and ensure they have mastered them.

Between them, these two posts and the thoughts behind them make a mockery of the idea of game mechanics as simple point systems you can pop atop pre-designed apps or comment systems or whatever it is you’re already doing. You have to design with exploratory learning in mind, with a learning curve that doesn’t flatten out horizontally or vertically and with end goals and nested goals to maintain engagement.

I wonder how the Guardian’s crowdsourced investigation into MPs’ expenses would have gone if they’d added this sort of rich game-led design? As well as giving long-term and short-term goals/rewards (like Twitter translator levels, perhaps) with status bars to show progress, perhaps they could have rewarded people who found something of real import with a status bump, or added exploratory learning elements by advancing users towards the goal of signing off on things other people had flagged as interesting. Or teaching basic maths, or collating data into a wiki-style “what does my MP spend” database, or encouraging/letting users learn to create their own visualisations of the data. Hard to say how well or whether that would have worked, but it’s easy to see wider possibilities in projects like that.

/end braindump

NCE refresher training

I’m on my second day of NCE training today in Wrexham. Tomorrow we’ll be doing a mock NCE day, taking mock News Report, Newspaper Practice and News Interview exams. This is in the lead up to taking my NCE exams – senior exams for working journalists, basically.

I’ve already had my portfolio scrutinised, and – thankfully – there’s not too much more work to do on it before the exams in July. Most of the work I have left is presentation – there’s a 10% presentation mark attached to the portfolio, which is easily the difference between a pass and a fail if you pick up most of the marks. Over the last 18 months I’ve written hundreds of stories, but for the portfolio we have to pull together 36 in total, 2 each in 18 different categories, and present them as they went into the paper along with our original copy. Under the mark scheme the presentation within the portfolio is worth the same as four of those stories.

Let me repeat that. Printing colour PDFs, making sure you put the right piece of paper in the right wallet and sign everything right, and sticking your stories on to black card is weighted equally with writing 4 of those stories. I’m not sure this is sensible.

Along with the portfolio grilling, we’ve done mock exams, including a Newspaper Practice paper that tests your ability to apply media law – that’s actually pretty useful – and then gives you examples of story ideas or beginnings and asks you to lay out how you’d cover them. I find these mildly depressing. Of course you say you’d set up video, live web chats, polls online, forum debates, interactive projects, complex data/FOI-driven follow-up stories – but the reality of my newsroom is that we’d rarely actually do this for anything but the biggest of big stories. There just aren’t enough people, there just isn’t enough time. But it’s good to get a chance to be aspirational, to talk about the ideal world and what you’d do had you the opportunity and kit necessary.

Then there’s the News Report and News Interviews exams. Honestly, bits of them are bizarre. We get a paper brief full of facts and figures, which is fine; someone reads a mock speech, designed to test our shorthand speeds and accuracy, which is fine, or we go and do a 20min mock interview, which is artificial but fine; we then have to write a story. Ostensibly it’s for the web but we’re told to use the same style we would use for print, and the word count is frankly brutal. Either 300 or 400 words, with only a 25-word margin on either side before we start getting penalised.

Even if we were writing for print, we’d have more margin than that. There’s flexibility in headlines and picture sizes – not loads, but more than 25 words. But that sort of brutal length limit for the web is mind-boggling when you can literally write as much or as little as you think you need.

I know, it’s an exam, it’s not meant to be real, it’s just testing skills we’re meant to be able to use in real-life situations. It still feels incredibly counter-intuitive to limit word counts so harshly. I’m not sure it’s actually testing anything useful any more. Each of the stories in these mock exams has been worth more space than we’ve been given, so I find myself pruning single words, rewording sentences over and over again to shave the last few clauses out, and – occasionally – omitting perfectly good, useful, interesting, humanising details. Essentially, making my stories worse in order to fit painfully artificial limits.

I’d love to know what the rationale is for such draconian strictness when it comes to word count. Anyone have any suggestions?

Blog-blocked by the Times paywall

What I wanted to do today was to write a blog post about how authorial identity affects the construction of meaning in articles published online. I wanted to use @caitlinmoran’s brilliant interview with Lady Gaga to talk about how Roland Barthes‘ 1977 essay on the Death of the Author might apply (a) to construction of an authorial figure within journalism like this and (b) to a literary context that includes Twitter.

But the article’s been sucked behind the Times registration wall, soon to become paywall, so I’m not going to. Not out of spite or a lack of willingness to register, but because pretty soon any link to that article will become essentially meaningless to anyone who isn’t subscribed to the Times. There’s very limited point in writing posts that build on content that no one can see – it goes against the basic principle of linking out.

I’m still going to write the post. I just won’t use that article as my example. That’s a shame, because it’s perfect, and I might have to wait a while before another perfect example comes along. But if blog readers can’t check my sources and make their own informed decisions on whether I’m talking rubbish, the post isn’t as useful as it could – or should – be.

Journalism, advancement and level design

Spinning off a tweet by @jayrosen_nyu, I’ve been thinking about levels in gaming and what journalists could learn from them.

For the record, I don’t think that levels in the sense of levelling up are a particularly useful way of classifying news readers or users or players or whatever paradigm we choose to use today.

For many video gamers level grinding removes the fun from a game and turns it into work. In tabletop games like Dungeons and Dragons unequal leveling within a group can cause such huge balance problems that small disparities between characters can prove insurmountable. And in both, leveling is an illusion – while the character’s powers and abilities increase and improve, so do the challenges they have to overcome. Much of the time leveling is simply a numerical way of forcing characters to go and explore before they can advance the plot.

Essentially, I’m not sure what useful lessons we can learn from leveling per se, apart from the lesson that it’s hard work and tends to encourage grinding as a form of competition – not meaningful engagement with content.

That’s not to say that every leveling system is evil, you understand. It’s just that these days there is a wide range of advancement systems to pick from – points-based cash-in or free-form systems, for instance, or activity-based systems, or good old achievements – and if we’re going to talk about user advancement systems we should talk about all of them and work out which ones are relevant for what we’re trying to do here.

But level design is a different matter.

Level design is about balancing technology and art. It’s about pulling together huge swathes of pretty content (pictures, video, audio, in this analogy) and making a coherent, structured narrative which makes it clear which way players are meant to go while giving them room to explore if they want to – and doing that within the confines of the tecnology available. That’s not a bad model for news online.

There’s a quote from this article that’s worth teasing out:

A level designer is not just an architecture monkey or a guy who throws “cool stuff” into the pot of development. Above and beyond everything else they need the ability to judge what is fun, what gameplay elements work and what do not. He needs to judge what content works in any context while making sure his work is cohesive with the rest of the game.

If you accept that the “game” is what we’re calling the “story” (or, more precisely, the “topic”) at the moment, then level design theories about pacing, controlled freedom, risk and reward start to become relevant to engaging the reader/user/player in what we’re trying to get across.

What do you think? Am I in a theoretical hole with no practical applications, or is there an analogy here that online and multimedia journalists could find useful?

Dummy demolition

Alison Gow recently wrote an excellent post suggesting that newsrooms should get rid of the dummy – the page plan that tells print new teams what space we need to fill in the paper and where.

She said:

Everywhere I’ve worked it’s been called something different – The Book, The Plan, The Dummy, the Flatplan – but recently I’ve started wondering if it should be called The Box, because we think inside it.

… the HOW of filling a newspaper can become more absorbing and demanding than the WHAT …

…I would love to hear the phrase ‘How many words do you want?’ replaced with ‘How do you want this told?’ Is that happening on any editorial floors in the UK’s regional press yet? I’d love to know – because that really would be a converged newsroom.

I’d love to know too. As a general print journalist without an official specialism – and as a trainee, too – I’m not yet at the stage where the demands of the dummy consume my day as much as they do the content editors who have to fill its hungry boxes.

But the demands are becoming more apparent. We’re in the process of switching from a Microsoft Word-based CMS to Atex, built around InCopy and InDesign – and designed to allow reporters to write directly onto the page.

In effect, that means many stories have to be written to an exact length. Things weren’t particularly flexible for us before – we were writing to imaginary boxes 30cm or 8cm or sometimes 450 words long – but we could tweak our stories if we discovered they were “worth less” than we thought. That’s still going to be possible, but not as easy. Instead of writing the story to whatever length reporters felt was best and letting subs pick the right story lengths to fill the page, we’re now starting to see a situation where we have to work out how long our story will be before we begin to write it and set pen to paper.

It’s a different way of working and it may well suit some journalists better than it does me. But for me, the psychological impact of writing a story into a box is that I find myself stretching stories to fit, squeezing an extra quote or two in or lopping off a few facts.

And I have to change that. If stories are too long or too short then they’re in the wrong box, and I have to move them to fit. But that process has illuminated for me the problems of writing for boxes in the first place, especially for the web. If we write the boxed-in print version first, the web version will never flow the way it could given the unlimited space we have there to play in.

Allen Ginsberg once said – though I can’t find a cite online for it, I’m informed by a university tutor – that the length of a line of poetry can be constrained by the paper you write on. (Another beat poet, LeRoi Jones/Amiri Baraka, wrote him a letter on a length of toilet paper afterwards.) His argument was that the words should fit the breath instead.

Boxes constrain and limit us, and force unnatural shapes onto the writing process. No matter how many journalists, editors and newsrooms begin to break away from the dummy and start asking how we can tell stories instead of what shape they should be, if the technology we use keeps dragging us back there, journalists will still be writing 30cm page leads first and thinking about everything else – including innovating for the web – as secondary.

Walk home 32: the tedious admin phase of journalism #techtransitions

Walk home 31: the Lord Mayor’s highly ambitious data mapping project



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