22 / wfmag.cc
The nostalgia and discomfort of archaic user interfaces
Interface
Nathalie Lawhead,
creator of EIGTBOK.
Kyle Seeley, creator
of the Emily is
Away games.
WRITTEN BY
ANDREAS INDERWILDI
n the last couple of years, there’s been
a slew of indie games that use mock
desktop environments or other UIs as
their main setting. Here, narratives are
experienced in purely virtual spaces
as we rifle through text files, talk to characters
via instant messaging, or navigate a detailed
simulacrum of the internet.
Many of those games have an almost
archaeological feel to them, since they take
inspiration from UIs that have been outdated
for years or even decades. They hark back to
early text adventures, DOS, Windows 98, and the
social media platforms of the 2000s.
“The aesthetic era that I usually draw heavily
from is eighties to late nineties computer
software,” says Nathalie Lawhead, creator of the
darkly humorous interactive zine, Everything is
Going to be OK, which explores virtual spaces full
of tortured cartoon animals and glitchy desktop
environments. “I know a lot of arguments could
be made about ‘nostalgia’, but I think that’s kind
of dismissive or missing the point of why there’s
so much appeal in older software. Early software
was just starting to find itself. People were
exploring ways of conveying what a UI even is,
and how you should interact with one. I feel like
with the loss of customisation, experimentation,
and the way freeware used to thrive, we
I
now have these very dead, highly functional
corporate environments where the focus is on
productivity rather than all the exciting things
that are possible on computers.”
Capturing an era when things used to be
different “is a way of keeping these philosophies
alive,” says Lawhead.
EIGTBOK’s desktop environments are lived-in
spaces with idiosyncratic quirks and files that
contain poems and diary entries that deal with
serious personal issues. As a result, it’s easy to
feel like an intruder into someone else’s private
space. “If you give someone a new machine,
they start virtually inhabiting it,” Lawhead says.
“Notes, pictures, files saved in odd places,
website history... It’s kind of like your virtual
home. Software and UI has its own language,
too, so you can convey these emotions through
the way things glitch, break, function against
expectation. UI is really an under-appreciated
narrative tool. UI isn’t just an interface, it’s an
actual space.”
In Kyle Seeley’s Emily is Away series, digital
spaces are similarly personal. His games
recreate the interfaces of the instant messaging
and social media sites and programs of the
2000s and ask us to inhabit the role of a high