We put the digital source back into the floppy drive and restart the show. Remember the snap of a 3.5" drive?

Gloomy pixel power, scrolltext and raw soundchip music are part of the research and help to recover memories.

"!/&:--))$#+"=)))?? After all these feelings have come through, the article research and writing can finally start ...   


“Crowdfunding allows me to realize complex niche books, which renowned publishers would hardly ever publish. I am looking back, but not in a sentimental way. As a long-term journalist and graduate designer I cooperate closely with lecturer, translator and proofreader. The layout is always crafted by a freelance designer.”


digital adventures on paper


The Internet is full of single parts, but do they not belong together? Many pixel designs can be viewed, but can they be understood this way? We try to curate contemporary digital art and tell the story with future generations in mind. 

 

Do you remember your first experience with a joystick or computer mouse? The sound of a floppy drive? The flashing of a cathode ray tube? These are memories we like to share with the next generation.

 

Sinclair Spectrum, VIC 20, Amstrad CPC, C64, Amiga or Atari ST had a big impact to our understanding of digital processes. But as easy as it was to discover art, programming and music through the home computers, as hard it was to master it. 

For digital creation in the 80s you needed the patience of a rock and the persistence of water. We grew up with spectacular approaches to future life. Did they become reality? 

 

DTP, Multitasking, Multiprocessing, Network, CAD or a GUI with a mouse operating system – invented in our youth. However many new digital jobs came up and fell within a short time. We had to be very flexible and creative to survive. Our computer generation never got used to technical continuity. 

 

Multimedia, Internet, Second Life, Mobile Technology, Artificial Intelligence, 3D, Augmented Reality, Robotics  – since the late 1970s technology transforms our society by an exponential pace. What did we learn?




“little computer people”


Mini-Me at the age of 10, browsing the ASM (Aktueller Software Markt) for good C16 games, declaring the C64 is the better machine for playing.
Mini-Me at the age of 10, browsing the ASM (Aktueller Software Markt) for good C16 games, declaring the C64 is the better machine for playing.

I was born in the mid 70s, grew up in the 80s, with 8-bit, then “16”, with vinyl and cassettes, then with CDs and the walkman. A revolution. My personal revolution was our eponymous demo on the Atari ST: an early traineeship, like working in a design agency. After the home computer market-crash I attended the usual way of a creative person in the 1990s: educate in photography and “multimedia”, studying design, making documentary films and becoming a web designer.

 

The dot-com bust of 2001 was distracting me to a film production career. I invested a year of education, but landed in the early mobile business instead. WAP was the name of the game. The Wireless Application Protocol? Just a side note in mobile history.

 

For WAP, I was working as video editor, cutting blockbuster movies like Star WarsKing Kong and Nightmare on Elmstreet down to a resolution a C64 could have easily displayed. It was 2005. Dancing stamps, we called them. It busted. I switched from images to words and began to write. First as an online editor for home cinema and movies, then as 3D-specialist for the right projection. Finally home automation applications. Busted. I switched from online to print. From digital to analog. To HiFi. Then back to digital: to streaming media and audio technologies. Headphones at last. Now, as I am looking back to the micro-zeit, it just feels like coming home. 

“To be able to offer a higher production value, Microzeit works with specialized creative partners – to create a product with even more value for you.”


Consultation  Cologne Game Lab

Design  ZEITZEICHNER.de

Print  Gutenberg Beuys Feindruckerei

Photography  zubringer.net