Over the last couple of weeks, I continue to think about the role of legacy data in archaeology. This is for a paper that I’ll give next month at the annual Archaeological Institute of America. I’ve started to work through my ideas here and here.
At first, I imagined that I’d give a fairly routine paper that focused on my work with notebooks at the Princeton Cyprus Expedition at Polis on Cyprus. As readers of this blog know, a small team of us have worked to analyze over 20 years of excavations at Polis and to move the data from a largely analogue, notebook system, to a relational database that we can query. This has not only allowed us to understand the relationship between the excavation, ceramic assemblages, and architecture, but also moved us toward a secondary goal of publishing the data from Polis.
At the same time that I was working on this stuff, I was also continuing to think about time and archaeology and reading some recent works including Marek Tamm and Laurent Olivier’s Rethinking Historical Time: New Approaches to Presentism (2019) as well as some turn of the century works like F. Hartog’s Regimes of Historicity: Presentism and Experiences of Time (2015). These works consider the changing nature of time and heritage in archaeology and argue that emergence of the contemporary “heritage industry” particularly after 1989 (and September 2001) demonstrates a changing notion of time in which heritage largely serves the various needs of the present. This contrasts to an earlier regime of time which emphasized the past as evidence for progress into the future. It was interesting that the Tamm and Olivier book includes no sustained discussion of how the changing regimes of time influence the use of digital tools in archaeological practice.
This is all the more striking because the Hartog’s change in the nature of the past maps loosely onto our embrace of digital technology to facilitate to documentation and analysis of archaeological field work. One might argue that older techniques of documentation with their dependence on paper sought to create an archive that was designed as much for the future as for the present. We anticipated more sophisticated ways of analyzing our work and sought to document our practices, methods, and assumptions as carefully as possible. The practice of carefully archiving one’s field notes – typically on site – was fundamental to our notion of responsible excavation.
More recently, digital tools become a key component to documenting field work. Archaeologists have produced what Andy Bevin has called a “digital deluge” of data from our surveys, excavations, and research projects. The need to archive this data has remained significant, but, at the same time, there’s a growing quantity of “legacy data” that past projects have accrued. The concept of legacy data demonstrates an immediate awareness of the division between past data practices (whether digital or not) and contemporary needs. The expanding discourse on data preservation practices, archival format, and “best practices,” “standards” and meta-data traces our anxieties in the face of rapidly changing technologies and protocols. The fear, I’d suggest, is less about the future of our data and more about its present utility. This follows the increasingly blurred line between the archiving of data and its publication. The potential for re-use in the present has shaped much of the conversation about legacy data.
Legacy data, however, is about more than just reuse in the present. In fact, the formats, tools, and technologies that made data collected in the past useful in the past remain a key element to understanding how digital data came to be, how it was encountered, and how it was interpreted. The details about data how a project produced or collected – or the paradata – remain significant, but more than that, the technologies used to produce, store, and analyze data in the past are fundamental to understanding archaeological practice.
Scholars of video games, of course, already know this. Rainford Guins in Game After: A Cultural Study of Video Game Afterlife (2014) for example, has considered the role of the arcade, the video game cabinet, the art present in a video game cartridge, and the design of the video game console as well as its place in the home. For Guins the game code is just part of the video game as a cultural artifact. He documents the challenges associated with preserving vintage arcade games and the balance between allowing the games to be played and the wear and tear of regular use on cabinets, controllers, and increasingly irreplaceable CRT monitors. The impulse to preserve “legacy games,” if you will, allows us to make sense of these objects as complex cultural artifacts rather than simply vessels for digital code.
In an archaeological context, then, legacy data is about more than the code or the digital objects, but also about the range of media, technologies, tools, and practices that made this data possible. Our interest in the utility of digital data risks reducing digital heritage to an evaluation of present utility. If, as Roosevelt et al. famously quipped “Excavation is Destruction Digitization: Advances in Archaeological Practice,” we might also argue that our modern impulse to digitize or adapt legacy data is a destructive practice, “Digitization is Destruction.”
This isn’t to suggest that we stop engaging legacy data as important sources of archaeological information or that we only engage it using 30 year old IBM PC with a SCSY port Zip drive. Instead, I’m suggesting that our approach to legacy data gives us a useful way to reflect on the changing notion of time in archaeological practice and perhaps even speaks to the complicated relationship between archaeology and heritage practices.