The murmur of the snarkmatrix…

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In the darkness

Darkness at night is such an obvious and easily-neglected thing, probably because it’s no longer a problem. Our cities, even our houses, are made safe and accessible by electric light (and before that, gas lamps, candles, etc.).

But remember your experience of night as a child, the confounding absoluteness of darkness, and you begin to understand a fraction of what night was like prior to modern conveniences. The conquering of night might be the greatest event that wasn’t one in human history, certainly of the past 200 years — right up there with the massive declines in infant/mother death in childbirth or the emergence of professional sports.

Geoff Managh at BLDGBLOG lays it down with a tidy piece of paleoblogging by proxy:

Writing about the human experience of night before electricity, A. Roger Ekirch points out that almost all internal architectural environments took on a murky, otherworldy lack of detail after the sun had gone down. It was not uncommon to find oneself in a room that was both spatially unfamiliar and even possibly dangerous; to avoid damage to physical property as well as personal injury to oneself, several easy techniques of architectural self-location would be required.

Citing Jean-Jacques Rousseau’s book Émile, Ekirch suggests that echolocation was one of the best methods: a portable, sonic tool for finding your way through unfamiliar towns or buildings. And it could all be as simple as clapping. From Émile: “You will perceive by the resonance of the place whether the area is large or small, whether you are in the middle or in a corner.” You could then move about that space with a knowledge, however vague, of your surroundings, avoiding the painful edge where space gives way to object. And if you get lost, you can simply clap again.

Managh also thrills at Ekirch’s other discovery: “Entire, community-wide children’s games were also devised so that everyone growing up in a village could become intimately familiar with the local landscape.” Not only would you know your house in the dark, you would learn to know the architecture of your entire town. Managh asks:

But this idea, so incredibly basic, that children’s games could actually function as pedagogic tools—immersive geographic lessons—so that kids might learn how to prepare for the coming night, is an amazing one, and I have to wonder what games today might serve a similar function. Earthquake-preparedness drills?

Having spent most of the morning singing songs like “clean it up, clean it up, pick up the trash now” and “It’s more fun to share, it’s more fun to share,” I don’t see kids’ games as pedagogic tools as such a leap, although the collectivity of the game and the bleakness of the intent give me a chill. “If the French come to try to burn this village at night, the children must know exactly where they are before they begin to run.” Cold-blooded! They probably all learned songs about how kitchen knives and pitchforks could be used against an enemy, too. “Every tool can kill, every tool can kill…”

It’s probably also a good idea, if you’ve got kids, to teach them a thing or two about their neighborhoods. Not to get all grumpy and old, but in the absence of the random-packs-of-children-roaming-the-town-alone parenting style I grew up with, kids are probably not picking up the landmarks by osmosis. What will they do when the zombies attack? Use GPS? Call a cab?


There’s this weird book I love called “Night in the Middle Ages.” The title tells the tale. It’s a look at how the world used to absolutely transform when the sun went down.

Really, can you imagine being out on a medieval road, halfway between town X and town Y, on a dark night with no moon? Shiver.

I’ll need to check out “Night in the Middle Ages.”

My recommended book on the subject is “At Day’s Close: Night in Times Past.”

The snarkmatrix awaits you

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