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User experience design has simplified computer interaction by referencing objects we already understand. We know what a folder does because it's close enough to what a physical folder does. The slight differences, how a digital object functions unlike its representative counterpart, are lost to us. We can't possibly understand how everything works and we don't have to. As this process of abstraction continues it becomes more difficult to imagine existences or uses for various digital media outside of what they were sold to us as.

Physical objects have connected attributes. If something looks or feels a certain way we can accurately predict what it can do. How digital objects appear don't have to correspond to what they do, each attribute is coded independently. 3D engines are designed based on assumptions of how we perceive. The virtual becomes convincingly life-like by layering concepts like light, gravity, collision detection, texture, and Doppler effects.

The modern gallery has also been developed with a specific user experience goal, to be a place of quiet contemplation devoid of distractions from the outside world or of you as a person with a body among other people with bodies. Like the computer, it wants to dissolve away from your consciousness and provide a seamless experience. Like the folder, we have a particular idea of how art works based on how the gallery presents it to us. By understanding the gallery and the computer as constructions we can play with their rules. Through play we can imagine new potential realities, both virtual and real.