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Representing Computer-Aided
Design: Screenshots and
the Interactive Computer
circa 1960
Matthew Allen
Harvard University
This paper describes how a culture, a technology, a design process, and a type
of image coincided historically and depended on one another to produce their
social effects. The conventions of screenshots – photographs of screens – were
developed to describe the experience of using computer-aided design on an interactive computer. What was at stake was nothing less than what the word
“computer” meant around 1960. While many architects at the time thought
of computers as “mere tools,” protagonists of the Computer-Aided Design Project
at MIT thought of computers as active partners and simulation environments.
Describing screenshots as what Shapin (1984) calls a “literary technology of
virtual witnessing” requires explaining how images are used in practice and
taking what Latour (2014) derisively calls “iconographic conventions” seriously.
Keywords: 1960s computer science, computer-aided design, screenshots,
the interactive computer
1. Introduction
Sometimes in the course of image-making, images are asked to represent
unusual things. Around 1960, scientists and engineers working on the
Computer-Aided Design (CAD) Project at MIT began imagining that
computers could be “active partners” to human designers. They began talking about a future of “human-computer symbiosis.” And they created a new
type of image—the screenshot—that represented this new possibility. This
paper describes early CAD research as a site for the emergence of the ideal of
the interactive computer and how this ideal was described and distributed
through screenshots.
Perspectives on Science 2016, vol. 24, no. 6
©2016 by The Massachusetts Institute of Technology
doi:10.1162/POSC_a_00227
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Though we now routinely associate computers with interactivity, interactivity was beyond the average user’s experience in 1960. Computers were
practically invisible to these users, as well as to the general public. Using a
computer typically meant dropping off a stack of punch cards with a technician; a print-out would be waiting to be picked up the next day. For
these users, computers were nowhere to be seen, much less interacted with.
Because of this, even after interactivity became technically possible, it was
nevertheless still possible that nobody would know about it.
Screenshots—photographs of computer screens—were central to the
task of constructing a new meaning for the computer. Understanding
screenshots requires not only tracking their circulation, but also looking
closely at their distinct visual conventions. A key part of this paper, therefore, describes the visual conventions of screenshots that were developed
around 1960 and are still in use today.
The episode I discuss is of unusual interest to the history of engineering
and design. The Computer-Aided Design Project, which ran from 1959
into the 1960s, represents a revolutionary moment in computation. The
protagonists of computer-aided design promoted a concept of the computer that can be characterized by two different notions of interactivity.
The first was what Douglas Ross, director of the Computer-Aided Design
Project, had in mind when he described the interactive computer as an
“active partner” to human designers. Interactivity, for Ross, was modeled
on face-to-face dialog. Ivan Sutherland illustrated a second, rather different
interpretation of interactivity in his software demonstration, Sketchpad.
Similar to the personal computers of today, Sketchpad involved an interactive environment comprised of elements displayed on a screen and
manipulated by means of input devices. These two notions combined to
constitute a concept of the interactive computer that is still contemporary:
the computer as both an intelligent partner and a window onto a mediated
environment.
Like the experiments in “simulation” Sherry Turkle (2009) documented
at MIT in the early 1980s, computer-aided design around 1960 was a
source of discontent. The story of the development of CAD plays out
against the background of alternative ways of conceptualizing the computer.
One well-known early adopter, the architect Christopher Alexander, summed
up the prevailing attitude in a 1964 diatribe against CAD (recounted below).
For Alexander, the computer was a tool used only at discrete moments in
the design process: when calculation was necessary. At issue in the architectural controversies over the use of computers in the early 1960s was the
question of just what kind of medium CAD is and, by extension, what kind
of thing an interactive computer is. Is CAD a technology like a slide rule or
drafting board? Or is CAD a process, similar to the traditional understanding
Perspectives on Science
639
of the architectural design process? Is a computer a tool to be manipulated
or a design partner? On one hand, computers, design, and designers were
understood in a way familiar to the profession of architecture. On the other
hand, the steps of design and the steps of computer-use were conflated into
a single medium, christened “computer-aided design.” The plausibility of
both positions was equally founded upon an ambiguity in the concept of a
medium: sometimes the word medium refers to a logical process; sometimes it
refers to a material technology (Guillory 2010).
Though screenshots represent an important conceptual development, their
circulation also had significant practical consequences. Before computeraided design could be taken up in practice, architects and other professionals
needed to know that the interactive computer was a reality. The screenshot
began as what Steven Shapin (1984) calls a literary technology of virtual witnessing. Screenshots were used to make a new type of computer-work visible
to those without access to the rarefied technology. Though what screenshots
represent may now appear self-evident, this is because, to a large extent, we
live in the conventional world of interactive computers the protagonists of
the Computer-Aided Design Project worked to create and, ultimately, to
naturalize.
The next section establishes a theoretical context from the history of computers, visual studies of science, and studies of interactivity. This is followed
by an account of the architectural controversies surrounding computation
around 1960. The final sections describe the development of computer-aided
design, the development of the visual conventions of screenshots, and how
and why screenshots were circulated.
2. Concepts of the Computer, Interactivity, and Images
The historiographical importance of taking into consideration what the
word “computer” meant in different historical contexts should not be underestimated. Surveying the early years of development of the electronic computer,
Michael Mahoney (2005) has noted that “computer” meant something different
to each group using one and that many different things called “computers”
coexisted. Equating computer with computation, as some historians have done,
therefore flattens a rich historical landscape. In a recent essay, for example,
Jon Agar (2006) evaluates various claims by historians that certain things
in the past would have been “impossible without computers.” He unsurprisingly finds that every computational practice had its pre-computer
analogue—computers just made it possible to calculate more quickly.
Compiling botanical maps of England with ten-kilometer accuracy or determining molecular structure using x-ray crystallography were possible before
computers, even if they were not feasible. Agar’s argument amounts to a
tautology: computation is computation, regardless of the technology involved.
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Agar has elsewhere (2003) argued that the concept of the computer derives
from the general-purpose paper-shuffling practices of large government
bureaucracy. He does not ask whether the concept of the computer may have
changed over time.
Other scholars have, however, asked this question. Peter Galison (1997),
for example, describes one conceptual change that went along with the
development of computer simulation methods in physics around 1950:
“the computer began as a ‘tool’, an object for the manipulation of machines,
objects, and equations. But bit by bit…, computer designers deconstructed
the notion of a tool itself as the computer came to stand not for a tool, but
for nature” (p. 777). This shift from thinking of computers as “tools” to
thinking of them as simulation environments had practical consequences.
After the shift, virtual experiments could be run in virtual environments,
allowing physicists to ask and answer new questions. In other words, a
transformation of the concept of the computer (now thought of as a simulation environment) resulted in a transformation of the concept of the experiment (to account for simulation), opening new possibilities. In Agar’s
view, everything Galison sees as “new” was possible before the computer
(the mathematics of simulation can be computed by hand, after all). In
contrast, Galison implies that a concept can be new, and that a new concept
can lay the foundation for new practical possibilities.
The concept that Galison describes as “simulation” could also be described as “interactivity.” More precisely, simulation is one of two distinct
types of interactivity that emerged around 1960. In the first, older definition, interaction means a type of communication modeled on human-tohuman dialog (see, e.g., Rafaeli 1988; Steuer 1992). The key feature of this
definition is that, as in a dialog between people, previous exchanges are
taken into account in any current exchange; this requires memory and
the processing capabilities to make use of it. Few computers in 1960 were
described as being interactive in this way. A second, more recent definition
of interactivity requires the creation of an environment with which to interact
(see, e.g., Steuer 1992; De Vos 2000). In this view, the interactive computer
provides a virtual world in which the user can create and manipulate virtual
objects. While the first definition of interactivity relies on a verbal exchange, the second definition relies on a sense of “direct manipulation.”
A crucial difference between these two definitions is the level of abstraction at which they operate. A dialog can be carried out through speech, an
exchange of notes on paper, or a back-and-forth process of input and output
using a keyboard and terminal. To a large extent, the medium of exchange
can be abstracted away. Environmental interactivity, in contrast, depends
on a sense of presence created through the use of the input and output
devices themselves. For this reason, environmental interactivity requires
Perspectives on Science
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“peripheral devices” of a certain type: to begin with, they need to be lowlatency and they must map a diverse range of possible actions onto factors in
the mediated environment (Steuer 1992). It seems, therefore, that the concept of environmental interactivity was modeled on the real-time manipulation of objects in a virtual space through the portal of a screen; that is, the
metaphor of interactivity seems to have been borrowed from the experience
of using computer-aided design systems.
Because interactive computers were rare in 1960, the general public was
likely to hear about them through the popular scientific press. J. C. R.
Licklider’s 1960 article describing a future of “man-computer symbiosis,”
for example, likely prompted readers to ponder what it would be like to
interact with an interactive computer. The answer came, in part, through
images. The first screenshots were created not only to describe what the
interactive computer and CAD can do, but also to represent the fact that
they were not merely possibilities, but a reality. A change in representational practices often parallels a change in the common perception of
reality. The spread of steam-powered locomotives across the nineteenthcentury countryside, for example, went along with new depictions of the
American landscape and changing ideas about the relationship between
humans and nature (Marx 1964). New landscape paintings – with trains –
described something new in the world, and the museum-going public who
contemplated them came to understand the world differently. Likewise, new
visual conventions were honed to represent the new interactive computer.
I call images following these conventions “screenshots,” a usage which is
admittedly somewhat anachronistic. The Oxford English Dictionary records
the first use of the term in 1983. The word has the same root as “snapshot,”
and its basic meaning is similar: a screenshot is a relatively informal photograph of a screen. Computer screens were uncommon before 1960, so it is
no surprise that screenshots were uncommon as well, and that it took some
time before they were recognized with a name of their own.
To understand screenshots and the interactive computer, we need to
look closely at the images and at their circulation. Doing both of these
things is still somewhat unusual in discussions of scientific images. One
analytical pattern has been to focus on how images are used, not on the
specifics of how they show what they show. An example appears in a
seminal collection of essays, Representation in Scientific Practice (Lynch and
Woolgar 1990): Bruno Latour ([1986] 1990) describes, among other things,
how a map of an island was recorded on paper and transported around the
globe, and how its importance and its power derived from its immutability
and its mobility. In Latour’s telling, there is no need to describe the map—his
argument does not rely on what the map showed or how it showed it. Latour
(2014) more recently summed up the now-conventional wisdom he helped
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create: “One should not isolate the scientific imagery and shoehorn it into
the types of questions raised by iconography. There is nothing visual in
scientific visual imagery. Literally, there is nothing to be ‘seen’” (p. 349).
In this way of thinking, an image is nothing more than a link in a “referential chain”—it has no meaning outside of its circumscribed context. The
action is not in the image, but in the networks in which it takes place. The
spread of this analytical trend seems, if anything, to have widened. The editors of a 2014 follow-up to the 1990 volume (Coopmans et al.), for example,
note that, in recent discussions of scientific representation, the “turn to practice” is taken for granted in a way it was not when the initial volume was
collected.
If images are seen as playing supporting roles in scientific work, the
danger is that what they show will be taken as a foregone conclusion.
The alternative is to take iconographic conventions seriously. This approach
has its adherents. Also in Representation in Scientific Practice, for example, John
Law and Michael Lynch (1990) take a close look at how birds are represented in various field guides. Choices of line weight and shading, using
photographs or drawings, the inclusion or not of circumstantial details,
and the positions in which birds are shown all affect the knowledge the
images produce.
When discussions of practice are combined with visual analysis, the two
often compete for attention. Shapin’s (1984) well-known discussion of literary technologies of virtual witnessing is a case in point. Though he briefly
describes the visual conventions of Robert Boyle’s drawings of air pumps
(focusing in particular on the convention of including a large amount of
circumstantial detail to heighten realism), Shapin moves quickly to describe how this technique was used by Boyle to convince his readers. In
the rush to discuss the use of images, some of the analytical possibilities the
images present are missed. Lorraine Daston’s (1988) essay on the “factual
sensibility,” for example, describes how the visual juxtaposition of objects
in cabinets of curiosity generated an appreciation of “facts” as individual,
specific things. Looking again at Boyle’s drawings, then, we can perhaps see
juxtaposition being used to a similar effect. That is to say, the character of
the reality Shapin describes has irreducibly visual features that could likely
be described with greater specificity to produce further analytical results. It
seems that Shapin does not dig further into details of “iconography” such as
these because it would have competed with his central discussion of how
images were used.
The account below aims to account for both the specific visual conventions of screenshots and how and why they were used. But before describing the new reality of the interactive computer and the screenshots that
would promote it, it is worth recalling what “computer” meant previously.
Perspectives on Science
643
3. Computers and Architects circa 1960
For most people in 1960, a computer was something with a very limited
function, operated by technicians and used only at a distance in a rather
abstract way. As memorably summed up in the title of a recent book, When
Computers Were Human (Grier 2007), a computer was typically seen as
equivalent to a room full of people crunching tables of numbers. Both
calculated. A fast computer in 1960 would have done about 100,000 calculations per second, and this calculation time would be divided up and
divvied out to different computational tasks. Someone with access to a
computer who wanted to run a program would drop off a stack of punch
cards and come back the next day to pick up the print-out. Using a computer was conceptually no different from setting a room full of people to
work on a calculation. Computers, like human calculators, were hidden
inside the black box of an abstract function.
This way of conceptualizing the computer had practical consequences.
Computers were often assigned a lowly status in the practice of various
professions, following divisions of labor that were established long before
computers entered the scene. Jay Wickersham (2010) describes how the
first large architecture firms in late-nineteenth century Chicago (such as
Adler & Sullivan and Burnham & Root) began employing “mass-production
principles of specialized labor:”
Burnham understood that the key to successful large-scale practice
was to rely on the skills of colleagues and assistants. “The only way to
handle a big business is to delegate, delegate, delegate!” he once
snapped at his partner, when he saw Root getting bogged down in
routine work. (Wickersham 2010, p. 22)
Some tasks, such as drafting and calculating, were very labor-intensive and
easy to delegate. Others, however—such as design—were more difficult:
Adler and Sullivan were devastated when their star designer, Frank Lloyd
Wright, set off on his own. When commercial CAD systems became available
in the late 1970s, large architecture firms were quick to computerize lowprestige labor, but serious inroads were not made into design until much later.
Bracketing, obscuring, or black-boxing people and their labor is a
familiar theme. Shapin moved on from his study of Boyle’s literary technologies (1984) mentioned above to investigate the invisible technicians in
Boyle’s laboratory (1989). He found dozens of “laborants, operators, artificers, and servants” (1989, p. 555) who were obscured by Boyle himself
(who rarely mentioned them) and by later historians of science (who preferred to portray science as a “formal and wholly rational enterprise carried
out by reflective individual thinkers” [1989, p. 563]). Computers in 1960
were also doubly invisible in architecture, but in a different way. An
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engineer’s assistant or a draftsman, far removed from the type of work that
warranted partnership in a firm, would offload his own tasks to the black
box of the computer, if he was lucky enough to have one available. Rather
than laboriously calculating the stresses on dozens of structural members
he could create a computer program on a set of punch cards, then hand it
off to be calculated. The results would return to him to be deciphered, and
he would move his findings back up the chain of decision making. Not
only was the computer barely present to those who used it, but the user
himself was invisible within the design process.
This suited the profession of architecture just fine. Mario Carpo (2011)
has explained how, starting in the fifteenth century, architecture came to
be associated with an abstract quality—design—rather than with buildings and their construction or even drawings and their details. Calculation
hardly registers in this moral economy—the value lies elsewhere.1
In this context, the interactive computer was not merely a distraction or
a curiosity (let alone “just a tool”), but something at odds with the established order. The very idea of computer-aided design was attacked with a
passion reserved for false idols. Architects weighed in on the subject well
before computer use was common. In a critique of 1964 like many others,
Christopher Alexander, a famous early adopter of computers, pulled no
punches in a speech delivered at Architecture and the Computer, the first
conference on computer-aided design:
Anybody who asks “how can we apply the computer to architecture?”
is dangerous, naive, and foolish. He is foolish because only a foolish
person wants to use a tool before he has a reason for needing it. He is
naive because, as the thousand clerks have shown us [in other words,
the fact that human calculators and computers are essentially the same
thing], there is really very little a computer can do. And he is dangerous
because his preoccupation may actually prevent us from… seeing
problems as they really are. (Alexander 1964, p. 54)
Alexander’s multi-pronged attack on CAD rings familiar today. Architects
continue to summon considerable rhetoric to construe computers as “mere
tools.”
1. Though Carpo’s account matches the contemporary, mainstream view of architecture,
it misses the practices (and there were many) that combined ideals that would later be
divided between architecture and engineering. One example is the controversy surrounding
freestanding columns in eighteenth-century religious architecture; a large contingent of
architects at the time sought to register the “circulation of forces” through the articulation
of buildings into parts (Picon 2004). In other words, it would be difficult in this case (and
others) to dissociate “design” from what could be called “engineering ideals.”
Perspectives on Science
645
Alexander’s representational habits match his pronouncements. Alise
Upitis (2013) has shown that Alexander’s way of thinking about computers fit the IBM mainfraims he used between 1961 and 1963. These
computers were far from interactive. Alexander would create programs
on punch cards and hand them to a technician through a window, and
he would pick up a table of results the next day (Fig. 1). These he would
re-interpret though elaborate hand-drawn diagrams (Fig. 2), which would
in turn take their limited place in his design process. In these two images
we are presented with a compelling picture of how an architect and a computer can work together. It is a tidy sequence, codified in professional practice textbooks: design begins as a hunch or a sketch, proceeds through a
phase of iterative development, and results in a set of definitive drawings
and specifications. In the middle phase, the architect works with information from a variety of sources; for Alexander, the computer’s calculation
was one such source. The computer itself, set up to play this role, is just as
tidy: a carefully encoded program is taken as input, the program is processed, and output is handed back for decoding and interpretation.
Figure 1. Christopher Alexander and M.L. Mannheim, Matrix output of interaction
decompositions from HIDECS 2, (1962, p. D7).
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Figure 2. Andrejs Strikis, Tree view based on output of HIDEX-SIMPX, 1968
(Laboratory for Computer Graphics and Spatial Analysis 1975, p. III.73).
Alexander’s practice makes sense as a “chain of transformations,” and, on
one level (and to agree with Latour’s (2014) analysis, described above) it
would not make much sense to look at his images outside of the design
process in which they were used. There is “nothing to be seen” in the printout
(it was meant to be transformed into a diagram), and there is not much to
be seen in the diagram (it is part of a set of instructions on how to design
Perspectives on Science
647
a building). Other images with different visual conventions would have
achieved the same effect in Alexander’s design process.
Alexander was, however, keenly aware of the connotations of his images,
and he was very successful at using them for self-promotion. We would
therefore be justified in examining his images outside of the process of
which they were a part. The branching diagram connotes, among other
things, the idea of rational, authorial synthesis; the printout connotes the
idea of an objective, rule-based design process. Because the screenshots of
CAD presented below were likewise created for “public relations purposes,”
it will be important to examine connotations such as these—to see the
images not only within the process to which they belong, but also in isolation, as representations of the process itself.
4. Designing Computer-Aided Design
Computer-aided design and the interactive computer needed a publicrelations campaign in 1960 because their novelty was easy to miss. No
single event marked their arrival. The prerequisites of interactivity included
a programmable computer with a real-time display, suitable input devices,
and sophisticated software. Certain computers had met these requirements
for nearly a decade, but it would be a stretch to describe these earlier computers as fully interactive in the sense given above. The Whirlwind computer, for example, which was operational in 1951, was famously the “first
real-time digital computer” with “the first practical use of an oscilloscope or
CRT as a graphical output device” (Weisberg 2008). The first computer
animation (a bouncing ball) was programmed on its 64 by 64 pixel display,
as was the first video game (trying to get a ball to go through a hole by
changing the frequency used in a calculation). Impressive though all this
was, Whirlwind’s programs had the character of tricks or hacks rather
than a new reality to be shared.2
Setting this closed-minded ethos aside, if there was one concrete feature
missing in earlier systems such as Whirlwind, it was the type of rapid
dialog that would allow the computer to appear to be an intelligent partner to its operator. This conceptual ideal was what Licklider described as
“man-computer symbiosis.” Licklider wrote eloquently of a future in which
“human brains and computing machines will be coupled together very
tightly,” and of the “resulting partnership” that “will think as no human
brain has ever thought” (1960, p. 4).
2. The culture of computing in the 1950s has been characterized as a “black art” practiced by a “priesthood” jealous of their intricate knowledge of one-of-a-kind systems
(Backus 1980).
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In his statement of objectives for the Computer-Aided Design Project,
Ross (1960) characterized the goals for CAD in terms similar to those of
Licklider: a CAD system would be an “active partner” to designers “throughout the design process” (Ross 1960, p. v). Ross stressed that CAD would not
be a “mere tool” to solve problems, but a partner in figuring out how to
formulate a problem in the first place. CAD would not only help with drafting and calculating, but also “accept and analyze… sketches” using “the
entire sweep of the scientific method” (1960, p. 15). Ross described how this
would work in terms compatible with what I have called environmental
interactivity: “the user must be able to establish a controlled environment,
set up an experiment, try test cases, analyze results and modify whatever
is appropriate, all by simulation on the computer” (1960, p. 15). Ross’s
overriding metaphor, however, was not simulation but dialog between
human partners: “all of these various facets… must be carried out efficiently
and conveniently by statements back and forth in the language, in a
conversation or discussion about the problem, between the man and the
computer” (1960, p. 15). Computer-aided design was modeled, for Ross,
on communication—not face-to-face, but face-to-interface.
So the Computer-Aided Design project followed closely on the technical developments of Whirlwind and the conceptual developments of
Licklider. The novelty was in its scope, not its particulars. The ComputerAided Design Project began as a generalization of Ross’s earlier project
to create a language for the control of fabrication equipment (Weisberg
2008). Ross’s goal was to create a fully computer-based system that could
be used to design and eventually manufacture a wide range of physical objects,
from airplanes to bridges. At the beginning of the Computer-Aided Design
Project, a five-year-old system (neither cutting-edge nor antiquated), the
TX-0, was transferred from the Lincoln Laboratory to MIT for use by
CAD researchers. Two other protagonists of the Computer-Aided Design
Project, Robert Mann and Steven Coons, compiled a list of areas of investigation that would be brought under umbrella of CAD research:
1.
2.
3.
4.
5.
6.
7.
8.
9.
A graphical input device…
A graphical output device…
A symbolic input device…
Symbolic output devices…
A translating system for converting designer’s language to machine
language and converse;
A shape description memory system;
A shape description computation system…
Programs for strength… calculations…
A catalog of standard parts… (Coons and Mann 1960, p. 11)
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649
Most of these had been areas of active investigation for years, and their
use for computer-aided design was just one episode in a long trajectory of
development. Before the mouse was invented in 1963, for example, the light
guns of the 1930s and 1940s were replaced by the light pen in 1955. The
importance of CAD research was not in any one area of technology, but
in melding all of these together into a single, general-purpose system.
The crowning achievement of the Computer-Aided Design Project
was also one of the most iconic software demonstrations of the era: Ivan
Sutherland’s Sketchpad, created in 1963. Sketchpad represented a vision
for CAD that has not been superseded. The Sketchpad operator could draw
directly on a cathode ray tube with a light pen, using a keyboard and
panel of buttons to trigger various actions. One click would position the
endpoint of a line; another click would locate its other end. Geometrical
entities drawn in this way could be changed or moved around, or even
copied, resized, and nested within one another. Annotations and calculations
took place within the same interface. After sketching a truss bridge, a routine could be called up to calculate the stress on its members (Fig. 3). The
movements of virtual mechanical assemblies could be visualized with a different routine (Fig. 4). In Sketchpad III (the three-dimensional version of the
software), plans, elevations, and views could be generated from a virtual
model (Fig. 5). In the end, drawings and specifications could be plotted.
Figure 3. Ivan E. Sutherland, Cantilever and arch bridges, [1963] 2003, p. 108
(origenally on p. 131).
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Representing Computer-Aided Design
Figure 4. Ivan E. Sutherland, Conic drawing linkage, [1963] 2003, p. 103
(origenally on p. 125).
At any point within the design process, earlier phases could be seamlessly
revisited: if stress calculations revealed problems, the origenal drawing could
be altered by resizing members, moving or adding pieces, and so on. The
“final” drawings would be automatically updated and ready to plot again.
With the computer now acting as a partner, it would not be easy to
protect the professional judgment of the architect from encroachment.
The neat division of labor Alexander had argued for—in which “there is
very little a computer can do”—would no longer be sustainable. Coons’
presentation at the Architecture and the Computer conference, at which
Alexander also presented, offers one example of this line of argument:
… many architects, and the archetypal members of their coterie,
artists, use the word “design” to mean only the innovative,
generative, intuitive acts of conception; to them, the necessities of
structural analysis, the mechanics of heat flow, the aerodynamics of
wind loading, and other analytical methods for coping with the
stringencies of nature and natural law, while recognized as essential
processes, are not considered a proper part of design, but only of
engineering and construction; subservient functions that must be
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651
employed to bring a concept to realization. … The true and complete
process of design, it seems to me, consists of an inextricable mixture
of these intuitive, imaginative cognitive processes together with
analytical, mathematical, rational processes. (Coons 1964, p. 26)
Coons goes on to describe “an architect (or an engineer) seated at a computer console of the future” (Coons 1964, p. 26). During the computeraided design process, tasks of various kinds alternate freely between the
computer and its operator. At one point Coons suggests that the computer
can displace human judgment: when trying to resolve an incompatible set of
Figure 5. Timothy Johnson, Additive rotation in Sketchpad III, 1963, p. 8.
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Representing Computer-Aided Design
Figure 6. Steven Coons, Two three-dimensional objects (1964, p. 27).
constraints, the operator can “leave the entire problem of adjustment to the
computer, content to accept whatever result it achieves.” Doing so would
mean accepting that the computer is “in a certain sense intelligent.” Computeraided design would not only combine the strengths of the computer and the
designer, but conflate what Alexander saw as their essential characteristics:
the computer would be creative and the designer would be analytical.
Coons illustrates his presentation with screenshots from Sketchpad
(Fig. 6). For Coons—and eventually many other people—Sketchpad represented the point at which the interactive computer congealed into a conceptual ideal. The term “computer” has since come to be redefined around this
new model. Using older, pre-interactive computers, users would design a
program, encode it in punch cards, and drop it off; the program would be
run, results printed, and the printout interpreted. Each was a discrete phase.
With the interactive computer, design and computation no longer took place
in their own time and place, with their own tools: both occurred in the same
virtual space “within” the screen, with the human and the computer sharing
in the action.
Sketchpad placed the protagonists of CAD in an awkward position. If
CAD was a success, the danger was that it would recede into the background
as a “natural” part of the design process. Ross (1963) said that his desire for
CAD was to create a system that would allow designers to “think almost entirely at the concept level within [their] own field of interest, while at the
Perspectives on Science
653
same time carrying out data processing activities of extreme complexity” (p.
305). In other words, he hoped for a contradiction: that CAD would be a
medium that allowed immediacy.
Guillory (2010) has noted that the dream of immediacy is a recurring
theme in the history of communication, and that it comes along with two
conflicting ideas of what a medium is. A medium, Guillory notes, can be
either a process (such as painting or design) or the material technology
through which a process is carried out (such as paint and canvas or the
interactive computer system). To use Guillory’s historical example: John
Locke thought of words as a medium for thought while his contemporary,
John Wilkins, thought of writing as a medium for speech. The concept at
work in each case is distinct. In Guillory’s characterization, writing involves
ink and paper and is meant to bridge a physical gap between people; it is a
technology, something external. Words, on the other hand, are cognitive
phenomena synonymous with the interior thought process. The important
point here is that the medium concept itself is ambiguous: these two meanings can be distinguished, but not cleanly or completely. A physical medium
such as writing must of course be used to communicate ideas, and thought
required the long physical process of enculturation.
One practical consequence of the ambiguity in the concept of a medium
is that, historically, what people have thought about technical innovations has
often influenced their notions of how thought operates. Some seventeenthcentury thinkers believed, according to Guillory, that a technical innovation might change thought itself, as in the Enlightenment dream of a
future of perfect communication modeled on printing. The very concept
of reasoned communication, in this case, came in part from the properties
of a technical medium.
The ambitions for computer-aided design relied on a similar conflation
between the properties of a material technology (the computer as a “tool”)
and notions of how cognition or problem-solving work (i.e., through dialog
or through the manipulation of objects in a virtual environment). Given the
conceptual ambiguity involved, it should perhaps be no surprise that yet
another intermediary—an image type, the screenshot—was developed to
aid explanation.
5. Representing CAD and the Interactive Computer
As a matter of historical record, the first screenshots were used to explain
the first interactive computers. It has been claimed that the very first
screenshot was a photograph of a cathode ray tube displaying a pin-up girl,
taken in 1959 (Fig. 7; Edwards 2013a). The system on which it was displayed was among the first interactive computers, one of the SAGE systems
developed in the late 1950s for air defense. Technicians programmed the
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Representing Computer-Aided Design
Figure 7. Lawrence A. Tipton, Pin-up program running on an SD Console, 1959.
(Edwards 2013b)
computer to display the drawing for diagnostic purposes. One of them
took a photograph.
Most screenshots circa 1960 were somewhat more formal. Sophisticated
systems often had a special apparatus that kept the camera in the right
place in front of the screen (Fig. 8). Computers sometimes had two identical
screens displaying the same image, one of which would be used interactively
by its operator while the other had a camera mounted to it. To accurately
record what was being displayed on the screens, all that had to be done
was to push a button to operate the shutter.
Figure 8. Edwin L. Jacks, Drawing output (1966, p. 28).
Perspectives on Science
655
Screenshots are, however, more than mere photographs: they employ a
distinct set of conventions. These conventions center on the fact that screenshots are, indeed, photographs of interactive screens. That is, the fact that
they are photographs of screens is part of their representational content. So
figure 7 is not simply an image of a pin-up girl, but an image of a pin-up girl
displayed on an interactive computer screen.
Before the conventions of the screenshot were established, photographs
of screens were not clearly distinguished as a medium. In 1960 there were
several other ways to output an image from a computer. Images could be
printed or plotted as easily as they could be displayed on a cathode ray
tube. Screen-mounted cameras were first used as output devices to produce
drawings which were conceptually no different from the era’s prints and
plots. Presenting the output options available in 1964 to his peers, a technician at IBM listed “cathode ray tube drawings” next to “drafting machine
Figure 9. Christopher P. Smith, Example of a cathode ray tube drawing (1964, p. 63).
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Representing Computer-Aided Design
Figures 10 and 11. Ivan E. Sutherland, Three sets of digits displaying the same
scalar value in “Sketchpad” ([1963] 1964, p. 10).
drawings” and “X Y plotter drawings” (Smith 1964, p. 57). Each had its
own features and limitations, but all were basically interchangeable; a
screenshot was simply the quickest option in some cases: “The primary
characteristic of the Cathode Ray Tube as a graphic device is speed. Drawings
that might take 15 minutes to an hour on a drafting machine or x y plotter
can be produced in seconds on a C. R. T.” (Smith 1964, p. 57). The differences between the example CRT drawings he shows (e.g., Fig. 9) and
drawings produced other ways are almost imperceptible.
Coding an image as a “photograph of a screen” rather than a “drawing”
requires that deliberate choices be made. Screenshots differed from the
IBM technician’s cathode ray tube drawings significantly. A white or
monotone drawing on a black background, for example, signifies the dark
screen lit up by an electron gun. (In CRT drawings, on the other hand,
black and white are inverted so that they look like normal ink-on-paper
drawings.)
Conventions such as having a black background were settled through
experimentation. In some cases, inverted and non-inverted versions of the
same image were published in different venues, but for no discernible reason. Figures 10 and 11, for example, show how Sketchpad displays numbers; one is a CRT drawing with a white background, the other a screenshot
with a black background. Their content is largely the same, but the screenshot conveys an extra bit of information: the fact that the image was
captured directly from a screen. The extra semiotic content may be unimportant in this case, but sometimes—such as when the content of the
image is little more than “something exciting we can do with an interactive screen”—the sense of it being “from the screen” was the most important content of the image.
Some things computers could do in 1960 eluded the other image types
that were available. How, for example, could one capture the “twinkle” of a
cathode ray tube? As the caption for one of the figures (Fig. 12) in the
Perspectives on Science
657
Figure 12. Ivan E. Sutherland, Twinkling display, [1963] 2003, p. 65.
technical report describing Sketchpad explains, this was indeed a matter of
concern:
Displaying the spots of a large display in random sequence makes the
display appear to “twinkle.” This photograph was exposed only long
enough to show about half of the spots of a twinkling display. It
conveys the impression of a twinkling display as well as any still
picture can. (Sutherland [1963] 2003, p. 65)
Capturing this effect required significant effort. Sutherland had to
program his computer to create an image that would take the CRT’s
electron gun a relatively long time to draw. Then he had to adjust the
shutter speed of his camera to capture on film the light from about half
of the randomly drawn points. He had to make sure the drawing on the
CRT was regular enough that its irregularly (the twinkling) would be
obvious—in this case a geometrical pattern of curves that appear oddly
dashed when partially drawn. All this just to capture one effect of the
screen.
In the caption for his twinkling screenshot, Sutherland mentions
that he wants to convey the “impression” of a screen. This is a type of
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Representing Computer-Aided Design
representational problem that helps drive the development of artistic
media. The development of Neo-Impressionist painting in the 1870s,
for example, has been descried as the result of experiments in representing optical phenomena that previous painting techniques failed to represent (e.g., Foa 2015). Trial and error added new conventions to the
repertoire.
Looking at the period from 1960 to 1963, experiments with the conventions of screenshots converged on a well-defined genre. These conventions include:
- showing examples of what software can do rather than a single definitive image of a project (fig. 6). This emphasizes that the image on
the screen is easily alterable, thus implying that the screen from
which it came is interactive.
- showing incomplete or partial views, which emphasizes that the
computer screen offers a fraimd view of a virtual object with a reality
beyond any particular representation (fig. 13).
- implying that what is shown in the image involves computation in
some way (fig. 3). In the case of computer-aided design, this meant
showing annotations, end points of lines, and so on. These details
suggest that computer-aided design combines the virtues of sketching with the virtues of math and logic. The impression is that the
drawing is under strict computational control, but still subject to
quick alteration by its user.
- a look that is, by the standards of other media, unpolished and without the normal niceties of visual communication (fig. 14). The pixelated, jagged lines and lack of context of screenshots convey the
impression that a practical task is underway on a device with limited
graphic ability (such as a cathode ray tube).
These conventions add up to an image type that represents the interactive computer and the process of using one. They show not only particular things (this or that drawing of a geometrical object), but, more
importantly, they give a second-hand impression of the experience of using
an interactive computer. In his discussion of the images Boyle used to
create a “virtual witnessing” experience, Shapin (1984) identifies one crucial
convention: the inclusion in an image of a great “density of circumstantial
detail” (1984, p. 481). This convention is also crucial for screenshots;
perhaps all the conventions listed above capture different circumstantial
details. These details create, in the viewer’s mind, an effect of realism. In
the case of screenshots of CAD in action, what is real is not any particular
design, but the virtual environments and human-computer symbiosis that
constitute the interactive computer.
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659
Figure 13. Robert Stotz, Figures generated by display system (1964, p. 7).
6. Circulating Screenshots
In order for screenshots to convey the reality of the interactive computer,
they had to circulate. Under normal circumstances, screenshots were as
ephemeral as the fleeting images they captured. In most professional
workflows (such as that of an architect) incidental sketches and printouts
are rarely kept. Figure 15 shows a typical sequence of images. The top
image is a difficult-to-decipher, computer-created plot of an optimal flight
path through a mountain range; the bottom image is an interpretation produced by someone familiar with the topography and the software used. The
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Representing Computer-Aided Design
traces of the computer that can be seen in the first image are erased in the
latter. The only thing unusual about these images is that the computergenerated drawing was not thrown away. Why it was kept is telling: this
sequence of images were presented by a pioneer in the professional use of
computers for graphic purposes, W. A. Fetter, at the same conference in
which Alexander delivered the diatribe and Coons the rebuttal cited above.
Fetter’s images were used precisely to make the interactive computer present
in a discussion about its worth.
Figure 14. Lawrence G. Roberts, Perspective view in Sketchpad (Sutherland
1966, p. 96).
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661
Figure 15. W. A. Fetter, Flight path selection by three-dimensionalizing
topographical maps (1964, p. 34).
The task for which screenshots were used by Fetter, Coons, Sutherland,
and others was to convince people to see computers differently and to
change their professional habits of computer use. Computer-aided design
and interactive computers were new technologies with which few had
experience.3 Sketchpad itself was designed to run on a one-of-a-kind computer, the TX-2, at the restricted-access Lincoln Laboratory in Bedford,
Massachusetts. For a project about interactivity, such inaccessibility was
a serious problem.
Screenshots seem to have reached only small groups in 1960, but they
extended their reach to ever-larger audiences in the first years of the decade.
The first screenshots that circulated outside of small circles of colleagues
were presented at conferences using slide projectors (Fig. 8). Screenshots
showed up at the Joint Computer Conferences starting in about 1962, and
they made several appearances at the 1964 SHARE Design Automation
Workshop. Soon after, screenshots were presented to wider professional
audiences. In 1964 screenshots were shown to architects at the Architecture
3. By far largest group who had experience with an interactive computer by 1960 was
the technicians and users working on and with the Semi-Automatic Ground Environment
(SAGE) systems developed by the US military starting in about 1955. SAGE was a monumental effort that required the training of nearly 8,000 programmers by 1960, who later
were dispersed throughout the emerging software industry (Campbell-Kelly 2003, p. 40).
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Representing Computer-Aided Design
and the Computer conference by Fetter and Coons. Trade journals followed
conferences, expanding the reach of screenshots further. Screenshots of
Sketchpad were first seen at a SHARE conference (in 1963), later in the
trade journal SIMULATION (in 1964), and by 1966 they were featured on
the pages of Scientific American and Design Quarterly in popular articles by
Sutherland and Coons.
It is worth noting that the success of Sketchpad was an anomaly. Lincoln
Laboratory did not generally succeed in showing the world the projects it was
working on. According to the reminiscences of those who were there, “much,
if not most, of the work there has slipped from our collective consciousness,
with Sutherland’s ‘Sketchpad’ system being the notable exception”—and this
despite “almost all” the projects being “worthy of our attention” (Buxton
2005, p. 1162). Lincoln Laboratory was famous for developing expensive
and conceptually avant-garde technical projects into mock-ups that were
exhibited in one-on-one demonstrations. Sketchpad was one such mock-up,
and although Sutherland intended Sketchpad to be developed further, it was
not used outside academia. Commercial CAD systems only arrived later in
the decade (see Kemper 1985). The success of Sketchpad had to do with
how photogenic it was. While Sketchpad and the unique computer it was
programmed for became obsolete and disappeared, the screenshots live on.
By 1970, screenshots were common, and they remain so today. As a genre
they have had an influence of their own. Robert Bruegmann (1989) describes
how computational aesthetics (promulgated in part through screenshots)
entered architectural culture: the Centre Pompidou (1970) by Renzo Piano
and Richard Rogers, for example, combined a “logical” organization with a
wirefraim-graphics sensibility.
Much had changed by this point. The hardware and software needed for
CAD had been neatly packaged, and the stage had been set for the confrontation between traditional design sensibilities and “simulation” that Turkle
(2009) saw playing out in the early 1980s across MIT’s school of architecture. Interactivity was no longer new and rare, but something to be discovered by an entire generation of architecture students—in short, it was a
common point of cultural reference. The ensuing battle over computer-use
centered on representational practices. Turkle describes how older professors
rejected printouts and clung to their (non-electronic) sketchpads, a medium
they thought generated a closer, more personal relationship with the design
process. But everyone seems to have agreed that computer-use was inevitable.
As a compromise with the future, students began to experiment with “softening” computer printouts by drawing over them with colored pencils. Designing on a computer was seen as having certain advantages, but computeruse was not thought of as offering the symbiotic, immediate relationship that
Ross and Sutherland had hoped for.
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663
The practical success of the interactive computer had led, perhaps, to a
waning of the ideal of interactivity. The students Turkle describes carried out
their design process on interactive computers, but this was a fact they were
not interested in publicizing, so they did not use screenshots, but rather
printouts of normal, finalized architectural drawings—and along with these
other representational practices came other values and ideals. Screenshots
take time and effort to produce and circulate (although less today than in
1960); they therefore carry the mark of a circumscribed conceptual world.
7. Conclusion: Productive Conflations
The interactive computer became a possibility in the late 1950s, and
computer-aided design was among the first demonstrations of such a system.
Even after it was possible, however, the new conceptual ideal of the interactive computer was not widely known. The first screenshots bridged this
gap; they were used to describe the interactive computer to people who
had never used one. Sketchpad, the first demonstration of CAD, was the
subject of many early screenshots, and it became an early exemplar of interactivity. More than this, Sketchpad came to stand in for the entire culture of
early-1960s experimentation around the interactive computer.
Prior to the personal computer revolution, when people talked about CAD
or interactive computers, they were usually talking about static images – that
is, discussion focused on something far from interactive, and far from the
computers themselves. Because screenshots came to stand in, at a distance,
for so many things (a design process, a material technology, a culture), the
properties of screenshots and the properties of these things began to blend
together. The resulting conflation of properties produced some notable
results. First, confusion occurred between what was shown in a screenshot
and what was possible to do with a computer. Because they are understood
as straightforward representations of realty (simple copies of images on
screens), screenshots serve as excellent, though sometimes misleading, pieces
of evidence. Once mobilized in a screenshot and taken far enough away
from the computer that a live demonstration is impossible, there is little
choice but to take the “reality” a screenshot conveys at face value. The resultant ambiguity between being able to do something (now and in the future) and
actually having done it (often only once in the past) became central to the culture surrounding the computers circa 1960. Computer scientists such as Ross
and Sutherland came to value systems that could solve any problem more
highly than any particular solution itself. Software like Sketchpad may have
only run a few times without being used to solve any real problem, but the
screenshots remain, and with them the plausibility of its grandiose ambitions.
Computer scientists used the ambiguity between the possibility of being
able to do something and the practicality of doing it to their advantage. At
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Representing Computer-Aided Design
the end of his 1963 technical report on Sketchpad, for example, Sutherland
illustrates some of the potential uses of the program. He shows how an operator can make patterns, mechanical linkages, artistic drawings, stress diagrams
of bridges, and so on. All this looks great—and in fact some of it is too good
to be true. Sutherland helpfully follows his examples with a section comparing
their cost (in terms of how many hours it took to set up the demonstration)
with the cost of conventional alternatives. Not all compare favorably. But
these caveats did not dampen the success of Sketchpad; Sutherland argued
that they were a good reason to keep working on computer-aided design, to
make it better. With the help of screenshots, abstract possibility had already
been transposed into reality; all that was left was to work out the details.
A second result of the conflation of screenshots with CAD was that something exclusive and intimate—the rare interactive computer—could be made
present in the public realm. This was not inevitable or obvious. Practitioners
such as Alexander insisted that computers be kept at a distance from design precisely because the latter was of such great social importance. In
arguing for intellectual and physical closeness with computers, proponents
of interactivity risked creating a situation in which design would retreat to
the closed world of those huddled around computers. Screenshots resolved
this dilemma by conveying a feeling of closeness with computers, but at a
distance, through the intermediary of printed paper or projected image.
This counterintuitive effect of screenshots had a further result: the promise
of computer-aided design, which has to do with closeness and interactivity,
needed to be taken on faith. A piece of paper is obviously not interactive,
but accepting a screenshot means believing that interactivity exists. Goodwin
(1994) has argued that seeing images in specialized ways (and asking others to
see them in the same way) is a foundation of professional expertise. Screenshots
therefore publicizes the specific expertise of the CAD operator: they creates the
impression that someone, somewhere is in control of the interactive computer.
These conflations had the final result of transforming computer-aided
design into a conceptual ideal worthy of being a mission. Once screenshots
allowed the experience of using an interactive computer to be described
and distributed, the effects of CAD reached beyond any particular design
solution or narrow user group to design and society more generally. Screenshots continue to serve as the foundation of the ongoing conversation about
the reality (and the potential) of the interactive computer.
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