While many groups strove to highlight the capabilities of computers through sound and visual means, our group attempted to represent through physical objects the ways in which our personal and academic lives are tied to computers. This literal representation culminated in an equally literal “crash” in which the computer was destroyed during lunch hour at Sayles-Hill, leaving the contents strewn about and lost to the user.
Construction of our project began with a trip to a computer recycling plant in Eagan, MN. There we acquired an old CRT monitor shell, which we soon began to fill with items that had symbolic importance to the common uses of computers in academic and personal contexts. We lined the inside of the monitor with CDs and DVDs, as well as littered the bottom of the computer with personal items, such as disposed AIM conversations, a Facebook profile, bank account statements, video game websites, a new media art
Blog, personal photos, and an online newspaper article. Suspended in the computer, as the objects are in their elevated position in society, are celebrities, political figures, as well as a couple pornographic images.
The computer also contained acade
mic content, which is a highly important aspect of the computer on a college campus.
Items included old term papers, class readings, personal musings, class notes, poetry, an old e-mail, and a transcript from the Hub.
The desktop was a printed image of a Macintosh desktop whose background was the Art Walk’s poster. One of the rectangular regions of the poster was cut out in order to allow a view of the computer’s interior. The interior was also lit by a small flashligh
t, which reflected off of the CDs and DVDs.
The performance section of our project featured a student whose computer unexpectedly crashed. His work and personal items were scattered on the floor. Most of them were irretrievable, but a couple of papers were salvageable.
The main goal of our project was to emphasize the integral nature of computers to student’s personal and academic lives in a college
environment. Sayles was the perfect environment for us to display our project in both because of the density of students during common time and because Sayles is a place where the academic and personal parts, of student’s lives converge. Students both eat and socialize as well as study into the night in Sayles. Furthermore, Sayles contains the bookstore, a place of academic supplies as well as personal goods.
We encountered some difficulty in transferring these entirely digital concepts into physical realities.

