This thesis works to develop a heuristic technique – the Imbrication Model – for understanding technologies relations to other objects. These relations include objects which contribute to the actualization of a technology and objects...
moreThis thesis works to develop a heuristic technique – the Imbrication Model – for
understanding technologies relations to other objects. These relations include objects which contribute to the actualization of a technology and objects which are influenced by the technology. The model draws upon four fields of existing scholarship: Graham Harman’s object- oriented ontology (OOO); Bruno Latour’s actor-network theory (ANT), social construction of technology (SCOT), and media ecology. The Imbrication Model is developed by proposing a novel re-reading of the implications of SCOT and media ecology through the philosophies of objects and non-human actors in OOO and ANT. Particularly, this occurs by stating that technologies relate to objects in one of four ways: if an object relates to a technology, it must be either a performative motive, an ostensive motive, a performative consequence, or an ostensive consequence. These four concepts make up the four quadrants of the Imbrication Model.
The model is demonstrated by applying it to the object of the QWERTY keyboard. Finally, the temporal implications of motive and consequence are considered in relation to technological changes over time. This principle is explored via the Imbrication Model through tessellations, where the four quadrants of one technology are diagrammatically compared to the four quadrants of another technology.
Ultimately, the unique emphasis of objects as the centerpiece of this thesis enables it to provoke non-obvious questions and facilitate thought along lines which are helpful in emphasizing the importance of indirect relations in media studies.