a p p ified
Culture in the
Age of Apps
Jeremy Wade Morris
and Sarah Murray,
Editors
University of Michigan Press
Ann Arbor
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Copyright © 2018 by Jeremy Wade Morris and Sarah Murray
All rights reserved
This book may not be reproduced, in whole or in part, including illustrations, in any form
(beyond that copying permitted by Sections 107 and 108 of the U.S. Copyright Law and except
by reviewers for the public press), without written permission from the publisher.
Published in the United States of America by the
University of Michigan Press
Manufactured in the United States of America
Printed on acid-free paper
A CIP catalog record for this book is available from the British Library.
Library of Congress Cataloging-in-Publication data has been applied for.
ISBN: 978-0-472-07404-4 (Hardcover : alk paper)
ISBN: 978-0-472-05404-6 (Paper : alk paper)
ISBN: 978-0-472-12435-0 (ebook)
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Introduction
Snapchat. Whisper. Yik Yak. Electric Razor Simulator. Vibrator Secret for
Women. IAmAMan. I am Important. Candy Crush. Spotify. Evernote. Uber.
Boom Boom Soccer. Emoji Keyboard. Is It Vegan? Is It Dark Outside? Is It
Tuesday? Is It Love? MapMyFitness. MapMyDogWalk. MyPill Birth Control
Reminder and Menstrual Cycle Calendar Tracker. SmartMom. Waiting for
Birth. Waiting for Birth Pro–Father’s Version. Baby Shaker. Gay-O-Meter Full
Version. Tinder. Grindr. AgingBooth. Black People Mingle. iGun Pro–The
Original Gun Application.
How else to open discussion on an ecosystem as complex, fascinating,
frightening, and culturally significant as apps than with a list? Not only are
app stores themselves ordered by lists (“Top Free Apps!” “Best Games!” “New
Apps We Love!”), but listing even a small smattering of titles from the millions
of apps that now exist reveals the strange encounters and endless choices users
face with every visit to an app store. There are apps to help us communicate,
travel, sleep, play, and learn. There are apps to help us hide, cheat, share, shop,
and save. Some apps keep us connected, informed, delighted, entertained,
and safe; others leave us distracted, deceived, disappointed, and addicted. We
watch, use, touch, feel, and listen to apps. Apps use, watch, track, follow,
monitor, and sell us in return. There are apps that promise to make us better
workers, parents, friends, and lovers, and apps whose premise shows the worst
sides of what it means to be human. When we look at any single app, it’s often hard to conceive how such a trivial and small piece of software could be
particularly notable. Viewed from further back, though, from a wide-angled
list that apposes each app with like and unlike others, we can start to make
connections between all that app stores have to offer--between casual games
and productivity suites, between weather apps and dating services, between
hidden photo vaults and anonymous activist apps.
The singular insignificance of most of the apps listed above belies the very
real collective significance the format represents as an emerging economic
market and cultural platform. The apps above are a tiny fraction of the over
two million apps available across dozens of app stores (PocketGamer 2016;
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appified
Statista 2016a). Apps represent the fastest-growing subsector of the software
industry, involving thousands of independent and established developers,
from hundreds of countries, and the software they create finds its way into
smartphones, mobile devices, cameras, televisions, cars, game consoles, fridges, and other technologies. Media researchers are well versed in theories and
methods for understanding the complex ways people make and take meaning
from cultural goods like films, songs, video games, and television, but the
small and everyday nature of apps as well as their newness as a format has left
them understudied and their cultural significance largely unaddressed.
At first glance, after all, apps do seem rather trivial. They are abundant,
cheap, or free and often serve limited functions. They can have a rapid rise
from obscurity to overnight success, but they fade quickly as different apps
emerge, tastes change, or as operating systems update and force obsolescence.
Most apps are built to solve mundane, everyday problems: keeping track of
one’s schedule, waking up, remembering the milk, taking notes, planning
workouts. But the quotidian activities they influence and encompass are far
from banal: connecting with friends (and strangers), sharing memories (and
personally identifying information), making art (and trash), navigating spaces
(and reshaping places in the process). Although the sheer number of apps may
be overwhelming, as are the range of activities they address, each one offers
an opportunity for media and cultural studies scholars to seek out meaning
in the mundane. Rather than treat apps as frivolous or incidental, what insights reveal themselves if we take apps seriously, as a specific manifestation
of software, as a vector for popular culture, and as a particular aesthetic and
functional presentation of code that has expanded the market for software and
further integrated it into leisure, commercial, educational, interpersonal, and
other spheres of everyday activity?
Appified seeks to answer this question by drawing on the research of emerging and established scholars from a variety of disciplines and backgrounds.
Each contributor to this book was tasked with analyzing one individual app
and thinking through the issues it raises not only for software as a form of
media but also for the relationships between users and their software (and
ultimately, users and each other). We began the project with a few key questions in mind: How are apps different from other forms of software? How
does the mundane nature of apps reconfigure our ideas of what software can
and should do? How do app interfaces affect the experiences of users and the
media/cultural content they produce, consume, and interact with? What do
different categories of apps (productivity, health and fitness, social, educa-
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introduction
3
tion, communication) say about the ideologies embedded and represented in
apps? What digital divides do apps exacerbate? What presumptions do apps
and their developers make in the design, functionality, and mode of address
of their apps? What opportunities, if any, do apps present for resistance, activism, and subversion through technology? This intentionally broad set of
questions is meant to mirror the wide range of apps that populate various app
marketplaces and the wide range of analyses that apps make possible. After all,
apps, as research objects, cross fields and disciplines.
Apps also pose methodological and theoretical hurdles: How does one
research an app that is updated frequently with new features and may only
last a few months? (Several of the apps in this collection, indeed, shut down
during our production process.) Similarly, how might researchers approach an
app built for a specific event, location, or time period? How does a researcher
analyze and explain the experience of an app? How do we study the ways
that apps are categorized, approved, banned, or featured when these are notoriously mysterious and proprietary processes? Thankfully, our contributors
met and surpassed these challenges by thinking about apps both as individual
nodes in larger networked media industries and, collectively, as vectors for the
production, transmission, and interactions of culture. The result is a volume as
ambitious in breadth as it is in depth—a transdisciplinary, geographically, and
institutionally diverse collection that aims to make sense of this burgeoning
industry and this emerging form of software.
Our modest table of contents of thirty apps is but a drop in the ocean of
the app-o-sphere, but we hope Appified highlights the range of critical cultural analyses that apps open up when examined as microscopic case studies
symptomatic of broader social-technological practices. Ultimately, as the title
of this volume suggests, we wanted Appified to provide a study of a historically specific moment when an increasing number of everyday activities and
routines are being expressed through, carried out by, and experienced as apps.
We believe there is much to be learned from this particular moment, one in
which cultural products and communication practices are increasingly being
appified.
Planet of the Apps
While their colorful, glossy, rounded-edge icons and innovative, personalized
features encourage users to be swept up in their newness, apps are more ac-
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curately the latest iteration of the software commodity, whose longer history
includes formats as varied as punch cards, preinstalled code, boxed software
(shrinkware) on floppy discs, hard disks and CD-ROMs, as well as digital bits
delivered via direct downloads or online streaming services. Although as recently as the 1960s, software was preinstalled on computers and not technically a distinct commodity (Johnson 2002; Pugh 2002), it was gradually unbundled through the late 1960s and early 1970s (Boudreau 2012; Campbell-Kelly
2003). This led to the emergence of a dedicated software industry, complete
with producers, publishers, retailers, and, of course, customers. Corporate
and organizational software flourished during this early period (CampbellKelly 2003), as did games (de Peuter and Dyer-Witherford 2005; Newman
2017), and by the early 1980s, the term “app” became a common one used
as shorthand in tech press articles to describe the various kinds of software
applications available (Morris and Elkins 2015). The advent of the web in the
early 1990s and its subsequent development through the late 1990s and early
2000s brought a diversity of novel software such as Flash animations, music
and video software, email programs, map applications, web games, and more,
casting a wide definition around what was considered an app. With the near
concurrent rise of mobile phones during this period, software spread from
computers and the web to mobile devices like phones, PDAs, and tablets. An
early prototype phone from IBM in 1992, for example, offered users access
to maps, stocks, and news information (Sager 2012), while more mainstream
handset makers like Nokia and Ericsson added small programs—usually in
the form of games like Snake or Tetris—to their cell phones as a way to distinguish their phones from the competition. There were even online stores,
like GetJar (founded in 2004), that allowed users to search for and download
software onto their phones.
The launch of Apple’s iPhone in 2007 and the iOS (Apple’s mobile operating system) store in 2008, then, is not so notable for being the first phone to
include apps, or the first distribution outlet for mobile software, but rather for
crystallizing a certain definition of apps that has come to shape how we think
of the relationship between software and ourselves. Web apps still exist and
other forms of software are still referred to as apps, but the term “app” now has
greater internal discursive coherence and narrower boundaries, in part because
of the visual, aesthetic, and technical design of those small and stylish bundles
of code that users have been downloading to their phones, tablets, and televisions over the last decade.
After opening up the iPhone to third-party app developers in 2008, the
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introduction
5
iOS store debuted with close to five hundred apps that garnered over 10 million downloads during its first weekend (Apple 2008). Other tech companies,
like Google, Amazon, and Research In Motion (RIM) quickly launched app
stores of their own, as did global tech companies and sites like Wandoujia
(China), Baidu (China), Anahi (China), Aircel (India), Yandex (Russia), GetJar (Lithuania), and SK T-Store (South Korea). While Apple and Google Play
remain the market leaders for revenues, app store downloads, and number of
users both domestically and abroad, many of the sites listed above are becoming key outlets for the production and circulation of apps. China, for example,
where Google Play has little presence, has over two hundred app stores (Shu
2014), the largest of which, Tencent MyApp, counts around 500 million users
who, collectively, download over 100 million apps a day (Riaz 2014, Yip 2015).
As Nina Li points out (in this volume), these app stores not only demonstrate
the shifting nature of software distribution and commodification, but they
also serve as definitive cultural guides to mobile media experiences for users,
particularly for China’s significant population of migrant workers.
The global popularity of apps has made them big business. App Annie, a
leading ratings and statistics provider for the app ecosystem whose influence is
both described and critiqued in Patrick Vonderau’s chapter (this volume), estimates that the gross revenues of global mobile app stores grew to $86 billion in
2017 and may exceed $101 billion in 2020 (App Annie 2018; App Annie 2016).
App store downloads grew 60 percent to 175 billion in 2017 and reach 284.3
billion by 2020, up from the 111.2 billion downloads logged in 2015 (App Annie
2018; App Annie 2016). Given that global smartphone penetration is currently
around 25 percent and expected to grow to 35 percent by 2020, apps are quickly
becoming one of the most frequent ways users interact with software (Anderson
2015; Statista 2016b). Estimates suggest that US smartphone users spend about
forty hours a month on apps (Nielsen 2015; Rosoff 2016), and, globally, total
time spent in apps on Android phones grew by 63 percent from 2014 to 2015.
But while our appetites for apps seems broad—the average number of apps a
US smartphone owner has downloaded at any one time is twenty-seven—we
are ultimately creatures of habit, with a majority of users employing only four
to six apps daily (Smith 2014; Statista 2015). In other words, apps are now a
primary platform of their own, sometimes surpassing previous ways of interacting with media, brands, and other cultural content. As Finn Brunton’s analysis
of WeChat’s routinization of financial transactions demonstrates (this volume),
apps are insinuating themselves further and further into the patterns of our everyday lives and becoming more habitual and second nature in the process. App
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appified
Annie’s (2016a) self-serving claims that “apps are eating the Web” may be a bit
far-fetched, but it is clear that apps aim to present an alternate version of what it
means to be connected and what it means to interact with digital information.
Collectively, this volume argues that apps are a form of software packaging, presentation, distribution, and consumption that significantly shifts
users’ relationships with software and their understanding of what software
does and can do. Not only is the number of apps and the pace at which they
have become a primary model for making, circulating, and using software
remarkable, but also apps represent a moment of historical rupture in the
selling of software. Apps are an aesthetic mode of selling digital objects—one
that has been mimicked and ported to a wide range of devices and other media forms. Apps also signify a new logic of production: while there has long
been independent and third-party software development, app stores represent
a coordinated effort to corral those disparate actors in a way that provides both
a (relatively) seamless user experience and a significant amount of outsourced
labor, profit, and brand recognition for the app store owners. App stores represent the digitization not just of the software product (which has long been
digital) but also the digitization of the distribution chain, a move that has
been far more successful than other online means of selling software and one
that affords app store providers, as Tarleton Gillespie’s (this volume) essay on
banned apps suggests, a significant amount of industrial and moral influence
over the software users discover and experience.
Apps also represent a different vision for the future of human-software interaction. Jonathan Zittrain (2008) argues that early personal computers and
the nascent internet were designed as “generative” technologies—technologies
that allowed users to create what they needed or to build easily upon the work
of others rather than forcing users to be subservient to a device’s or platform’s
prescribed uses. Drawing on ideas and practices from the free and open-source
software movements (see also Kelty 2008) and theories of the Commons,
Zittrain defines generativity as “a system’s capacity to produce unanticipated
change through unfiltered contributions from broad and varied audiences”
(2008, 70). Given the control that manufacturers and app store providers exert over devices and software, technologies like the iPhone or apps represent,
in this view, highly sterilized and “appliancized” versions of more generative
technologies by not allowing users to tinker with the code, customize devices,
or run programs or applications of their choosing. Zittrain’s critique arrived
just before Apple opened up the iOS platform to third-party developers, at a
time when the iPhone and its apps were almost entirely closed off to outside
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7
tinkering, save for adventurous jailbreakers and Cydia store users. Others have
since argued that truly generative systems are more theoretical than actual
(Grimmelmann and Ohm 2010; Thierer 2008), that usable systems and their
potential for social and cultural generativity are perhaps more important than
an openness to technical tinkering or hackability (Burgess 2012), and that the
oversight that platform providers exert over third-party developers allows for
more innovation and creativity not less (Snickars and Vonderau 2012). Yet it’s
hard not to see apps as driving a more restricted and tethered relationship between software, user, and device. While application protocol interfaces (APIs)
and software development kits (SDKs) allow for countless apps to be created
for mobile platforms, these third-party apps only allow what Zittrain calls
“contingent generativity” (2011); they are only customizable at a surface level,
they run on devices that allow for very little tampering or tweaking, and they
may ultimately limit a user’s perception of what agency they could have with a
given piece of technology (Gillespie 2006). As Zittrain writes, “Contingently
generative apps will appeal to the market, even as they constrict the ability
for truly revolutionary applications to come about, and place unprecedented
power in the hands of the platform vendor and the governments that will
regulate it” (2012, n.p.).
Apps marry mobile hardware and personal software in ways far beyond
what computers and boxed software allowed, ways that stretch software’s capabilities and how it is popularly understood and used. Apps are not outside
the long history of software, but they do present new configurations and encounters of hardware and software (Miltner, this volume); new gestures (Duguay, this volume), movements (Halegoua, this volume), tactile and sensory
experiences (Hagood, this volume), new avenues of affect (Keller and Harvey,
Chess, this volume) and new forms of bio-control (Rettberg, this volume) that
are embedded into the everyday routines and rituals of users.
Mundane Software
We are not the first to recognize the increasing embeddedness of software
in everyday life. Since Lev Manovich’s call for a move to “software studies”
(2001) to some of the earliest work in the field that formed in response (Chun
and Keenan 2006; Fuller 2003, 2008; Galloway 2004; Hayles 2005; Manovich
2013; Wardrip-Fruin 2009; Wardrip-Fruin and Montfort 2003), researchers have noted the power of software is “significant but banal” (Kitchin and
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Dodge 2011, 10). As Matthew Fuller argues, “Software forges modalities of
experience—sensoriums through which the world is made and known” (Fuller 2003, 63). Increasingly “everyware” (Greenfield 2006), software is also becoming troublingly habitual (Chun 2016). Like other new media, software
“matter[s] most when [it] seem[s] not to matter at all” (Chun 2016, 1), when it
is integrated so precisely and unremarkably into the rhythms of the everyday
that its uses and meanings become second nature, instinctive, repetitive action,
and common sense. As software becomes habit, it waffles between conscious
routine and unconscious action, between the voluntary and the involuntary,
the creative and the mechanical, and thus becomes a prime locus of power and
ideology (Chun 2016, 8). Today software is literally in the pockets of millions
of users worldwide—a fact that early software studies scholars predicted in
theory but had not yet encountered in terms of the material format, cultural
logic, and commercial industry that apps have inaugurated. Now more than
ever, users delegate a vast swath of everyday activities to highly packaged and
curated software on mobile devices.
The influence of apps has piqued the interest of software studies scholars
(Bogost 2011b; Bratton 2016; Manovich 2013) but their presence on smartphones, tablets, and other portable platforms has also drawn in scholars from
mobile media studies (de Souza e Silva and Frith 2012; Farman 2012; Goggin
and Wilken 2012; Wilken and Goggin 2015). Moreover, apps now encompass a number of issues that have been key to cultural and media studies, so
projects on labor, production, representation, identity, the public sphere, and
surveillance now often have to contend with apps. Svitlana Matviyenko and
Paul D. Miller’s recent collection, The Imaginary App, presents apps as “an
abbreviated software application—figuratively and literally, linguistically and
technically: apps are small programs—pieces of software designed to apply the
power of a computing system for a particular purpose” (2014, xvii–xviii). The
collection’s theoretical pieces, interviews with technologists, and essays about
imaginary apps—apps that do not actually exist but work as a form of critique
of app culture—offer an important conceptual toolkit for thinking through
the realities of mobile and digital culture we try to build on here. Other research on apps, like the special issue of Fibreculture on the subject, calls for
them to be understood at the intersection of affect and materiality, as “objects
that are related to the constitution of subjects, as a component of biopolitical
assemblages, and as a means of digital production and consumption” (Mellamphy et al. 2015, 2). Apps’ industrial significance has been investigated, given
the app is “particularly powerful in its combination of software design and
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introduction
9
price modeling . . . adding genuinely new meanings to an object [i.e., phone]
not originally conceived as a mobile platform for consumers to download data
in a standardized format” (Snickars and Vonderau 2012, 3) and the ideologies
of specific categories of apps—such as productivity (Gregg 2015a) and casual
games (Anable 2013)—have been critiqued. Much remains to be said, however, about the apps themselves—their design, their interfaces, their features,
their designers and users, as well as the networks of hardware, software, actors
and agents they bring together. Luckily, scholarly research is catching up, with
apps now central to several emerging research programs (e.g., Duguay 2017;
Gerlitz et al. 2016; Nieborg 2015).
In line with these investigations, Appified provides analyses grounded in
case studies of individual apps and app stores and places those programs in
the wider historical and cultural context of media and cultural studies scholarship, attuned to structures of power, modes of access and representation, and
issues of identity. By adopting the modular, single-serve ethos apps themselves
represent, we hope the volume builds on the above critiques and presents new
methodological (Light, this volume) and theoretical vectors (like Sarah Sharma’s focus on temporality in her analysis of TaskRabbit, this volume) for the
analysis of this emerging software format.
The collection also further develops the concept of mundane software.
“Mundane” is a term to qualify both a particular format of software and the
devices that help insinuate that software into our everyday lives. Since for
most of software’s history, usage was limited to computers, software has not
had the chance to inhabit everyday life to the extent it does currently. As
recently as the 1980s, for example, computers were still largely specialized machines for specific purposes (accounting, games, calculating, etc.). The rise
of multimedia machines in the 1990s and the proliferation of the internet
made computers more essential to everyday life and thus made software more
important. But the move to mundane software has as much to do with the
phones, watches, televisions, cars, gaming consoles, tablets, and other technologies that have opened up their interfaces to app development as it does with
the shifting role of software itself. Put simply, one rarely pulls out a laptop
while waiting for the bus to kill time with a casual game, or at the grocery store
to check on the shared shopping list, or when walking home, scared, late at
night to enable a tracking app to ensure they arrive home safely.
The qualifier “mundane” productively extends the notion of software as
and in everyday space by considering how the app represents the mobility,
ubiquity, and ready accessibility of software. It also places the app within the
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context of “the everyday” long theorized by cultural studies. Mundane, ordinary, banal, and quotidian: media and cultural studies have consistently taken
these qualifiers of everyday routines as central to their fields of study. Whether
through Raymond Williams’s notion of culture as ordinary (1989), Henry Jenkins’s or Janice Radway’s efforts to identify pockets of resistance in the popular
(Jenkins 2014, 1992; Radway 1984), or Erving Goffman’s seminal work on the
presentation and management of the self in prosaic social encounters (1959),
the study of culture necessitates careful consideration of repeated practices
that organize a daily flow. Everyday life is a space and experience that has been
colonized by commodities and information technologies but also one of the
few arenas where resistance and subversion can authentically originate (Lefebvre et al. 2008). The everyday is a purposeful and known ordinariness, and
our ability to imagine and manage that ordinariness as routine is dependent
on the media and technologies we incorporate to stifle the “threat of chaos
that is the sine qua non of social life” (Silverstone 1994, 166–67). The everyday
is constructed out of the conditions of possibility for habits to form from the
“continuity and reliability of objects and individuals” (Striphas 2009, 10). The
patchwork that forms is what Michel de Certeau described as the practice of
“making do” (1988), even if affect theorists like Lauren Berlant (2006) and
Kathleen Stewart (2007) offer a more cynical take, defining the everyday as the
cruel optimism of forward momentum.
By juxtaposing these theories with grounded studies of software, we hope
to situate apps as a particular, historical expression of the software commodity
that insinuates itself in, and exploits, the mundane in powerful and important
ways. Mundane software, then, as Jeremy Morris and Evan Elkins argue, is
software that
spreads out beyond the computer and into a vast range of everyday routines and
activity. Mundane software is mundane because it is relatively unremarkable: a
to-do list app, a bird-watching guide, an app that mimics the sound of a zipper,
etc. This is not to suggest mundane means useless or boring. Mundane software
can be necessary, affective, and enjoyable, even if it is for everyday tasks like doing
groceries or tracking your exercise. But given the diversity and wide-range of functionality apps provide that seem to defy categorization or unification, we suggest
their mundane-ness is precisely what allows for the incorporation of software into
a range of everyday practices. (2015, 65)
Mundane signifies a material and aesthetic shift in the form of the software
commodity from boxed/shrink-wrapped software that costs between forty and
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introduction
11
sixty dollars to stylized virtual programs that come freely or cheaply from
highly rationalized digital stores. Its flexibility accounts for entertaining distractions (e.g., Temple Run or HQ Trivia), as well as more everyday but essential apps (e.g., the Eat Sleep Baby Tracking app, Rain Rain Sleep app).
Mundane software is not a measure of popularity; it can mean programs with
hundreds of users (e.g., Stapler Simulator) or those that have attracted millions (e.g., Evernote). It is also not a measure of seriousness; the term is meant
to include both novelty apps (e.g., iBeer or Face on Toast) and those more
serious in tone (e.g., SMS Lifesavers).
Mundane software is meant to qualify both a particular kind of software—a program that is simple, has a single purpose or limited functionality,
is cheap or freely available, is not particularly remarkable in terms of design
or content, etc.—and also the ways/places in which it is taken up and used
(e.g., during chores, at the store, before bed, waiting for the bus). As Jesper
Juul (2010) notes in his discussion of casual games, where “casual” is less about
specific generic attributes of a game and more about the practices, interactions, and relationships users have with games and gaming, mundane software
is both object and practice. Mundane also helps account for the sheer volume
this particular format of software production and distribution encourages. It
provides a framework for distinguishing the impact and importance of a particular format of software, at a specific moment in software’s longer history.
The mundane constitutes at once the daily imperative of making ends meet
(Sharma/TaskRabbit), the pressures to participate in societal rituals (Duguay/
Tinder), the relentless daily goal of self-improvement (Schull/Lose It!; O’Riordan/FitBit), and the instrumental acts of communication users take part
in to find their place in their communities locally or globally (Gajjala and
Verma/WhatsApp). We engage in the mundane when we take in news, politics, and trends (Powers/This.Reader; McKelvey/Hillary For America) and
when we seek out our favorite sounds (Razlogova/Shazam), images (Rettberg/
Snapchat) or videos (Goggin/TubiTV), even if the interactions that occur in
these spaces—among users, between users and information, and between self
and identity—raise questions that are essential for understanding the role of
new media in processes of communication (Shepherd and Cwynar/YikYak).
We use the term “mundane,” then, purposefully and provocatively to acknowledge commonality among a disparate set of software programs and in
an attempt to bring order to the miscellany that app stores both create and
encourage. Despite the number and seemingly endless variety of purposes
for apps, mundane helps draw connections between software as potentially discordant as an app to play fantasy sports (Lopez, this volume), an app
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appified
for participating in a national election as a canvasser or campaign manager
(McKelvey, this volume), an instant weather forecasting app like DarkSky,
and a walkie-talkie app like Zello that can be used to coordinate both democratic protests and militant ISIS messages. We see potential to expand the
scholarly conversation in digital culture if a term like “mundane software”
can force connections between, for example, casual games and antiterrorism
apps or music-making apps and productivity software (Chess; Elmer and Nasirzadeh; Simon; Murray, this volume). “Mundane” is ultimately a flexible yet
useful qualifier for a particular iteration of the software commodity that is
marked by its ubiquity, its discardability, and its increasing incorporation into
the rhythms, routines, and rituals of daily life through smaller, more mobile
devices. It accommodates the popular and the obscure, the trivial and the
useful, the fun and the serious, the single-purposed and the multifunctional.
Mundane allows us to consider how the ordinary is developed as a market
investment (i.e., the rationalized, high-volume production of packaged and
marketed apps in Apple and Google stores from a wide variety of developers) while also offering contributors to this volume a frame through which to
highlight how apps invite certain uses, how they are distributed and used by
various audiences, and how they circulate within the context of daily routines.
The Order of Apps
Dropbox, Waze GPS, Mint Money Manager, Infectious Disease Compendium, Swarm, 7 Minute Workout, Hooch–One Drink a Day, Nigerian Constitution, Dog Supplies, Naughtify–Sexy Adult Emoji for Naughty Couples.
This list of apps, like the list that began this chapter, seems unwieldy at first:
a jumble of proprietary names, succinct (and strategically vague) descriptions
suggesting potential uses and meanings. Each visit to an app store brings us
face-to-screen with similarly odd juxtapositions. The relatively low cost of
app production and distribution has sparked a plethora of novel ideas for
mundane software but also a host of new ways to classify and categorize it:
Productivity, Navigation, Finance, Medical, Social Networking, Games, Magazines and Newspapers, Health and Fitness, Food and Dining, Government
and Politics, Education, Shopping, Lifestyle, and more. Beyond the categories
lay the lists, curated bundles of related content, meant to direct our attention:
“New and Updated Apps,” “Top Grossing Apps,” “Our Indie Picks,” “Games
Recommended for You,” and so on. These tools for organizing and present-
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ing apps highlight different ordering ideologies: objective measures of success,
subjective thematic groupings, affective collections by mood or need, algorithmic suggestions from data mining, and editorial recommendations from
experts or advertisers. While traditional software retail stores usually classified
software in the broadest of swathes, such as Business, Industry, Productivity,
Games, and Education (Campbell-Kelly 2003, 208–209), even a casual scroll
of today’s app categories show just how far into the realms of the everyday
software has spread.
Given the bizarre eclecticism across apps, the ubiquity of lists and categories enforce a kind of ontological order. Categories describe the things within
them and prescribe how those things should be perceived and experienced
(Bourdieu 1991). They appear as a natural ordering of things and present
themselves as common sense. But they also, as Michele White notes about
eBay’s lists and categories, “create a set of objects and relationships between
objects, articulate what is recognizable and purchasable [and] structure how
things can be viewed” (2011, 8). In other words, the process of categorizing reproduces normative articulations of certain objects, texts, and practices to certain identities and, in the case of app marketplaces, produces visible and less
visible apps and digital practices. When faced with disorder, lists are “deployed
in order to order” (Young 2013, 502), and it’s precisely in this ordering where
the power of lists and their subsequent presentation in app stores resides. Perhaps the most notable innovation of app stores, then, is infrastructural: they
bring together, package, and present these odd mixings of mundane software
in a way that gives them order and coherence and makes them commercially
legible. Whereas the software commodity was historically sold through a variety of independent or networked retailers, each with differing levels of quality,
reliability, and commerciality, the biggest achievement of most app stores has
been the consolidation of a commodity in a way that offers users an easy-touse, reliable, and secure way to download, install, and use software on their
devices.
But the list above also shows the power of lists, at least academically speaking. If the content categories and commercially oriented lists of the app store
enforces order and logic and ways of understanding software, our collection
seeks to freely associate a number of apps to see what transpires. As Ian Bogost argues, lists can be the “perfect tools to free us from the prison of representation precisely because they are so inexpressive. They decline traditional
artifice, instead using mundaneness to offer ‘a brief intimation of everything’”
(2012, 40). Despite the power of lists and their ability to direct attention to-
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ward some goods and not others, to some causes, beliefs and attitudes and
not others (i.e., what else could be in “Top Free Apps” other than the top free
apps?), lists also “remind us that no matter how fluidly a system may operate,
its members nevertheless remain utterly isolated, mutual aliens” (40). Even if
lists work subtly to shape how we navigate digital stores, the list also “disrupts
being, spilling a heap of unwelcome and incoherent crap at the foot of the
reader. In doing so, a tiny part of the expanding universe is revealed through
cataloging” (41).
It is in this spirit that our list of chapters—subdivided into categories—
seeks to describe, enact, provoke, and expand. The categories we have chosen
to structure this book are drawn directly from various app stores. We do this
not to merely mimic industry logics, but rather to reflect on them. While the
move is partly performative, we also mean to call attention to the power of
lists and categories to structure app stores and users’ experiences of them, and
to the logics of commodification that underpin any act of categorization. App
designers and producers, for example, must think in these categories: developers must think about how many other apps exist in the category in which they
compete for visibility, and they must engage in marketing and other processes
(e.g., app store optimization, as Morris discusses in his chapter) that might
help get their app ranked in one of the many lists or bundles that adorns the
landing pages of various app stores. Knowing which categories are more or less
crowded, how to design an icon that both suits the category and stands out
within it, or how to increase ratings and visibility for an app are all part of the
business of entering any app store. Placing an app in the productivity category,
or calling it a utility, or getting it featured in the “Must Have Apps for the
Long Weekend” promotional bundle can make a substantial difference in the
future success of an app, even if the process of having an app included in such
a grouping is both opaque and proprietary. With software delivered directly
from the developer to the customer, there’s little need for these artificial designations, but in a unified online retail outlet that aims to present a coherent
interface through which to access hundreds of thousands of programs, categories and lists become incredibly important and influential, so app store owners
must figure out which categories make the most intuitive sense to consumers
and the most financial sense to support. The organization of this volume is
meant to call attention to the power these categories enact and to the way they
frame how scholars even approach apps in the first place.
However, the need to force mundane software into a manageable and userfriendly interface also means that much of the software sticks out from the cat-
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egories to which it is assigned. Our chapter organization strategies also hope
to call attention to just how damaging acts of categorization can be. To place a
rape activism app (see Rentschler’s analysis of Hollaback!) or a personal safety
app (see Ellcessor’s chapter on Companion) in a catch-all category of “Lifestyle”—a category that also houses apps like the home-finding app Zillow, the
Consumer Reports Car Buying Guide, dozens of food/cooking apps, and the
Houzz Interior Design app—seems to belittle the purpose of the former and
relegate/equate the needs they aim to fulfill as nothing more than a lifestyle
choice. It is as if the “choice” to get home safely or not be harassed is somehow
equivalent to buying a car or decorating a home and should thus be solved
through the same mechanism—the app.
Indeed, part of what is remarkable and troubling about mundane software is that it puts in the same category the trivial and the serious, the funny
and the frightening. The category “Utilities,” for example, contains innocuous
apps like calculators and flashlights but also seems to be the category where
some registered sex offender–tracker apps reside (see Mowlabocus’s chapter).
For the majority of the apps in the collection, we have mimicked their placement in the app stores; they are listed under the same headings and categories
in which you might find them in the iTunes store or Google/Android marketplaces. With others, we took some creative license and placed them in categories where they seemed to connect topically or thematically with the other
chapters in their section. In both cases, the intent was to provoke a reflection
on the categories themselves. To see an app’s purpose reduced to the level of
category and the very fabric for understanding this new software is problematic, and it is for these very reasons we call attention to them in this volume.
We open the collection with a section titled Welcome to the App Store,
which includes four chapters that broadly sketch the app ecosystem, including
discussions of the role that app stores and other infrastructural intermediaries
play in shaping access to apps and app marketplaces. This section begins with
App Annie, an app about apps, and a chapter that reflects on how the app
industry measures itself and the role that “ratings” companies play in creating
a coherent marketplace discourse. Tencent MyApp, both an app and an app
store, demonstrates the diversity and popularity of app culture across China
and the substantially different market conditions shaping app distribution in
Asia. Also a focus of this opening section are banned apps like Exodus International and a consideration of the power that app store owners (e.g., Apple,
Google, Tencent) exert over the content that users discover and download.
Finally, we include what we see as a field-defining discussion of a format-
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specific methodology for approaching mundane software—the walk-through
method. Using the case of the discreet encounter app Ashely Madison and
building on recent work by Ben Light, Jean Burgess, and Stefanie Duguay
(2018), the chapter helps establish a structured yet flexible qualitative mode of
studying apps. These chapters are intended to set the economic, theoretical,
and methodological frameworks for the rest of the collection.
The next seven sections follow the layout of an app store more closely,
beginning with Productivity/Utilities, which explores the ideologies behind
the drive to be more productive and efficient workers and citizens, ideologies
that are often designed into the app from conception. Featured in this section
are apps that help users “get things done,” often with little thoughtfulness
about what the imperatives of efficiency do to notions of labor, time, and care
(TaskRabbit) or productivity and shame (Carrot). Meanwhile, an app like
See Send, which encourages intuitive reporting of suspicious activity, reduces
the racially fraught logics of surveillance into simple snap and swipe gestures.
Rounding out this section is the novelty, single-purpose app Is It Tuesday?, an
app that is as entertaining as it is insightful in making plain the digital solutionism evident in mundane software. All the chapters in this section look at
how the productive and utilitarian aspects of apps are presented as convenient
and effective solutions to complex social and cultural issues.
The Health/Fitness section considers two popular tracking apps and the
historical precedents that contribute to a particular vision of healthiness and
happiness that apps subsequently take up as they position themselves as a
necessary tool for daily attention to self-betterment. LoseIt and FitBit represent appified continuations of a longer history of debate about how to be
healthy and what it means to track and quantify the self through technology
in order to achieve socially acceptable, and often very gendered, health and
fitness goals. Lifestyle/Relationships draws together chapters on intimacy
and safety, paying careful attention to the role interfaces and software play
in mediating both. Using dating apps (Tinder), personal safety and reporting
apps (Companion, Hollaback!), and sex offender tracker apps (Sex Offender
Tracker) as cases, the chapters in this section pinpoint in critically excellent
yet alarming ways how both the marketing and functionality of apps shape
how societal problems are valued (e.g., women’s safety as a “lifestyle” issue)
and which social problems deserve a technologically solutionist intervention,
and of what kind.
The Social Networking/Communication category focuses on a variety of messaging and social media applications that appify ordinary, ritual
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introduction
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communication practices and in doing so raise questions of community,
civility, and commodification in digital technologies. This section looks
at the tensions between Yik Yak’s initial success with anonymous communication and its business imperatives to authenticate and profile users, Snapchat’s emphasis on ephemeral and phatic communication, and
WhatsApp’s ability to provide diasporic and transnational communities
crucial links between private/domestic spaces and the broader publics with
which they connect. All of these chapters consider how social apps mediate intimate and affective communication. The chapters on WeChat and
Foursquare also point to the extent to which our everyday practices and
movements have been colonized by app providers looking to capitalize on
the data these mundane activities generate as they attempt to insinuate
themselves into all aspects of our daily routines.
News/Entertainment reaches across a number of media aggregation apps
to consider how apps influence the distribution of news, images, videos, and
political discourse. From trend-spotting apps like This.Reader to the free TV
streaming app TubiTV, this section explores the promises content providers
see in the appified distribution of media while also considering the economic
and cultural reasons why those promises are rarely realized. This section also
takes up two apps that contend with liveness and real-time experience: Periscope extends and reconfigures the long-held “scopic regime” of traditional
broadcasting into a live-streaming video app, while the gamified political campaign app Hillary for America attempts to draw audiences into campaign participation by making something like the experience of canvassing feel both ordinary and exceptional. Overall, this section shows how apps act as potentially
novel venues for message dissemination but are also channels complicated by
app infrastructures, expected uses, and longer histories of communication.
The Music/Sound category listens in on a variety of sound-based apps to
consider how algorithms are shaping the production and circulation of music
and music industries and the very timbre and tone of the soundscapes around
us. Apps like Shazam and iMaschine 2 remind us of the agency of technologies
in shaping our sonic environments: Shazam champions discovery for on-thego music lovers but also points users to a limited subset of mainstream genres
and artists, while iMaschine 2 provides novice and expert musicians with userfriendly tools for creating songs and sounds but may also reign in creativity
in the process. This narrowing of the sound of music, or rather the music
of sound, is even more explicit in the case of Here: Active Listening, an app
that literally reconfigures and personalizes the user’s sonic environment. We
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conclude the volume with the ever-popular Casual/Games category, which
collects a series of games and leisure-time apps that explore the affects and
ethics of fun, sport, downtime, and aspirational make-believe as it becomes
appified. Analyzing a keyboard app connected to a popular reality TV competition (RuPaul’s Drag Race Keyboard), a fantasy sports gambling app (DraftKings), a game that invites users to participate in the social entrepreneurship
of celebrity labor (Kendall & Kylie), and an app that gamifies the caregiving
of digital pets (Neko Atsume), the authors in this section address the blurry
boundaries between leisure, work, and self-branding; fantasy and legality; and
personal communication, play, and corporate marketing.
We hope these distinct categories do not isolate readers from themes that
carry across the volume—such as the increasing role of affect and interface
design in shaping relationships with software; or the ways neoliberal ideologies of more efficient, self-sufficient, and productive users infiltrate more than
just productivity apps; or how the infrastructural and embedded nature of
many of these apps are sites of corporate or state power and user resistance.
The mundane software analyzed here calls our attention to the modular, microfunctional and highly personal nature of contemporary software and the
influence this has on processes of identification and communication. It also
reminds us how quickly individual apps fluctuate and change over time, not
just in terms of basic features and design but in purpose and meaning as well.
The chapters on Yik Yak, Tinder, Foursquare, TubiTV, and others, for example, demonstrate how these apps have changed mission, market position, or
otherwise tried to adjust their reputations over the course of their lifecycle.
This flexible, iterative, and responsive design is an (often futile) attempt to
meet the needs of shifting economies, audiences, and social conventions, with
each version update acting as a response to the unpredictable and messy nature of cultural practices like dating, anonymity, public spheres, and everyday
movement through space, place, and various taste cultures. The app’s relationship to these growing pains reminds us that mundane software is significantly
more variable than most cultural goods media scholars are used to addressing.
Ultimately, we want readers to recognize the potential discomfort in categorization, and we hope this discomfort is productive. Labeling a rape activism app as “Lifestyle” or an antiterrorism app as a “Utility” is as concerning
as it is problematic and is directly related to the troublesome commercial and
cultural challenge of trying to fit a broad collection of apps and their nuanced,
specific functionalities into inflexible or vague categories. Lists both recognize
connections between the listed objects and generate them. It is our hope that
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introduction
19
the organization of this volume does precisely that and, in doing so, fosters
new dialogues, theories, and critiques of the role mundane software plays and
should play in our everyday lives. As more and more interaction with software
and networked communication shifts to mobile devices, and as apps begin
to proliferate and populate a number of other devices previously absent of
software, apps represent not just a fashionable tech trend but a new way of
accessing information, experiencing media, mediating commerce, and understanding the self and others. If it’s true that, as Intel intimated, the next era of
the computer age will be characterized by “computing not computers” (qtd.
in Farman 2012, 1), then Appified argues that mundane software will play a
crucial role in these new forms of computing and, more importantly, in the
management and coordination of everyday life.
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