Marketplace of ideas ideas

Concept
 Early in the 20th century, Supreme Court justice Oliver Wendell Holmes wrote a minority opinion in a free speech case, in which he used a metaphoric “marketplace of ideas” to describe what a society with free speech offers its citizens. Ideas would be available as products are in a market, with advocates promoting their beliefs as one sells a commodity. The marketplace image implies that citizens have the freedom to choose or reject any belief, which allows them to make meaningful decisions in a democracy.

Democracy was invented in ancient Greece, where most major cities had an agora, a city center which included the seat of government, the law court, religious temples, and the marketplace. Citizens would meet and talk, and some philosophers held classes there. The buildings in the proposed art installation are reminiscent of the architecture of typical agora buildings, particularly the “stoas,” which had one colonnaded wall and one solid wall, with shops along the solid wall. Today’s strip mall is not much different.

The proposed stoas are open on both sides. Inside, ideas are offered in the form of educational displays. Outside, there are one or two kiosks where ideologues can hawk their beliefs. The rest of the area is a pleasant place to think or talk.

Contents
 There are 10 display units, 5 in each stoa. Each display unit has two panels. The panels are a “unit” of information, about a particular topic. The topics are the “ideas” offered in the marketplace. The “ideas” must be important, powerful ideas that have been widely useful in their respective fields, are interesting to think about for a long time afterwards, are possible to explain in an accessible way, and can be illustrated with hands-on exercises. In some cases “hands-on” means “minds-on,” as the exercise is done by changing one’s mode of thought.

Within broad general topics such as philosophy, science, politics, and art, two or three concepts can be illustrated. To identify the appropriate concepts, people with expertise in several broad areas will be recruited to work with me to develop displays. The process is like editing a little book about the world’s 20 or so most important ideas. Each chapter is a collaboration between the writer, editor and illustrator, so that the whole is consistent and of high quality.

In advance of actually selecting ideas and designing the displays, here are some sample ideas that show it’s possible to populate the displays with interactive exercises from a variety of subject areas. Some of these have already been on the playa and will be re-used.

1. General topic: Art. Focus: representation. Photographs attached to fridge magnets can be stuck to a steel plate or to each other. The juxtaposition of various types of images is suggested with examples from collage artists Jess or Winston Smith, and questions asked as to how the resulting images communicate. This is a quick and clean way to make an artwork. Similar exercises can be performed with geometric forms to illustrate Abstraction, a la Kandinski and his geometric language.

2. General topic: Art. Focus: color. A rectangular frame is segmented into rectangles in the manner of Mondrian or Josef Albers. These translucent zones are back-illuminated with LEDs controlled by knobs, so that each rectangle can be made an arbitrary color. Visitors can make an instant artwork and then stand back to react, aided by questions from the display panel, and examples of criticism of similar works.

3. General topic: Science. Focus: Quantum physics. An experiment using a laser pointer and some electronics illustrates the wave and particle characteristics of light. If we consider light to be a “thing” in the usual sense, these characteristics are incompatible, leading to paradox. The visitor is confronted by facts which make no traditional sense, challenging the normal concepts of existence.

4. General topic: Philosophy. Focus: Theory of knowledge. Various optical illusions are illustrated, along with interactive ways to get past them to the Truth. Impenetrable “Black Boxes” are provided which have buttons and lights, so that the viewer can find by experience how the buttons and lights are related. The boxes don’t allow knowing the “thing in itself” but only a predictive rule as to how it will act. Various explanations are provided for the black boxes’ behavior, and the viewer is asked to choose the “best explanation.”

5. General topic: Philosophy. Focus: Ethics. A moral dilemma is posed in the form of a story about a runaway train, people and switches, and illustrated with motorized toys. The visitor must make difficult ethical choices to switch the train to kill different people, in a variety of scenarios. The implications of each decision are presented, which may or may not match the visitor’s prior beliefs.

6. General topic: Science. Focus: Emergence. The famous Game of Life is played on a computer, showing how surprising, complex behavior results from interconnected cells and simple rules. This principle animates complex systems, from molecules to social communities, creating organization without design. The visitor can also view crystals growing under a microscope, showing how order can increase locally, another undesigned-order phenomenon.

7. General topic: Music. Focus: Harmony. The visitor pushes a button to select the tuning system of various parts of the world: Western Europe, Eastern Europe, India, China et cetera. Several notes are sounded as a chord, and their frequencies displayed, along with their mathematical relationships, following the insight of Pythagoras that harmonious notes are related by specific numerical ratios. The chord notes are played sequentially as a melody automatically or under the control of the visitor, aided with questions from the display.

8. General topic: Religion. Focus: Attributes of gods. On a computer screen, visitors are asked to select from a list those attributes they would want in a god. After pressing “enter,” a god that has actually been worshipped is described along with images and modes of worship. A subsequent screen shows a list of objects, and the visitor selects one or more as offerings. “Enter” results in acceptance or rejection by the god, reward or punishment. “A lamb! not a goat, you fool!” How about a Hummer?

9. General topic: Language. Focus: Poetry. Various poetic forms are illustrated by pushing buttons to hear short audio examples of poets reading their work. This “musical” quality is one aspect of poetry. Another is the surprising meaning emerging from unusual juxtapositions of words, illustrated by pairs of words on marked wheels, selected randomly or by the visitor. The visitor is asked to find meaning in these pairings. The basic haiku form is explained, and the visitor writes a haiku in a blank book.

10. General topic: Politics. Focus: Forms of Government. Visitors vote for three initiatives related to Black Rock City. One of them includes the results of voting so far. The second includes no results. The third includes results, but with a 50% chance that the reported result is a lie. In another exercise, the visitor pretends that they are in a commune which must reach consensus just after their comment on a contentious issue. They can read the last ten responses and try to either move the discussion toward their viewpoint, or acquiesce to the others.