On the Executable Work
Appearance emerges through layered execution—data, interface, and display.
EXECUTION
A digital work does not exist in the way a painting exists.
It is not present by default. It does not persist perceptually on its own. It does not remain visible simply by continuing to be.
Instead, a digital work must be run.
What we commonly encounter as a digital image, a line of text, or a moving form is not the work itself, but the outcome of a successful execution. Until that execution occurs, nothing is available to perception: instructions must be interpreted, data decoded, and output produced.
A digital work is closer to a musical score than a painting. It exists as a description of actions to be performed, not as a thing that merely sits in space. Without an interpreter (software, hardware, and display) there is no appearance at all.
This is not a metaphor. It is a structural condition.
A file stored on disk is inert. A sequence of bytes has no color, shape, scale, or duration. These qualities arise only when instructions are followed and translated into perceptual form. Every viewing is therefore a fresh enactment, not an encounter with a stable visual object.
This also means there is no privileged instance. There is no original appearance hiding behind copies. Each execution is real, contingent, and dependent on the conditions that produce it. Change the interpreter, the environment, or the display, and the appearance may shift—sometimes subtly, sometimes dramatically—without the underlying description having changed at all.
In digital media, appearance is not stored. It is produced.
And because it is produced, it can only ever be provisional: a temporary resolution of instructions into perception, lasting only as long as the execution continues.
No single layer contains the work.
TRIAD
If execution is the condition of appearance, then no single component can be said to “contain” a digital work. What we encounter is always the coordinated outcome of multiple layers acting together.
At minimum, every digital work depends on three distinct domains: data, software, and display. Data provides structured descriptions. Software interprets those descriptions according to formal rules. Displays translate the results of that interpretation into perceptible form. None of these layers is sufficient on its own.
Data without software is inert. Software without data has nothing to act upon. A display without both produces nothing but an empty surface. The work emerges only when these layers align in time.
Crucially, these layers evolve independently. File formats change. Rendering engines update. Operating systems deprecate behaviors. Displays vary in resolution, color space, latency, and physical construction. The appearance of a digital work is therefore never fixed. This is not due to poor specification, but to the distributed nature of its realization.
This distributed structure is not a flaw or an exception. It is the native condition of digital media. Stability, where it exists at all, is achieved not through material persistence but through temporary compatibility between layers with independent lifecycles. What we call a “digital object” is therefore not an object in the traditional sense, but a momentary alignment across data, software, and display — one that holds only as long as those conditions continue to cooperate.
CATEGORY ERROR
Yet the language of objecthood persists. Digital artworks are routinely described as objects: images, files, tokens, editions. The vocabulary feels natural. It has the authority of centuries of art history behind it. Works are collected, stored, transferred, conserved, and displayed. We speak of them as things.
This language is inherited rather than structurally grounded in digital conditions.
The concept of the artwork as an object emerged from media in which material persistence was fundamental. Paintings occupy surfaces. Sculptures displace space. Manuscripts endure even when unread. Their identity is anchored to a continuous physical substrate that survives between encounters.
Digital works are commonly described using the same terms. They are said to exist as files, as images, as discrete artifacts that can be stored and retrieved. Yet the conditions under which digital media operate differ in a decisive way.
The mistake is subtle. It does not arise from carelessness, but from analogy. Because digital works can be named, collected, and transferred, we assume they must also exist as objects—a structural misclassification. Calling digital works “objects” is not merely imprecise. It is a category error: the application of a material ontology to a medium whose primary mode of existence is execution.
A vector shape described by path commands and fill rules.
Geometry is resolved at runtime and rasterized for display, so the same data may yield different appearances under different conditions of execution.
INTERFACE
If execution is the condition of appearance, then the stability we associate with digital “objects” cannot come from the medium itself. It must be produced elsewhere. In practice, it is produced by interfaces.
Modern computing environments are designed to conceal execution by collapsing process into appearance. Files appear as icons. Thumbnails stand in for rendered outcomes. Double-clicking a document feels like revealing something already present, rather than initiating a chain of interpretation and rendering. The system presents execution as if it were retrieval rather than performance.
This is not accidental. It is the result of decades of interface design aimed at reducing cognitive friction. Early personal computing made execution explicit: software and data were often stored on separate physical media; loading a program involved audible mechanical activity, visible delays, and repeated user intervention. Execution was clearly staged as a prerequisite to action. Contemporary systems invert this relationship. Execution is made silent, instantaneous, and automatic. The labor of interpretation is pushed below the threshold of awareness.
The file metaphor plays a central role in masking contingency. Files are presented as discrete, self-contained units, visually stable and spatially locatable. Icons and previews suggest that the work resides inside the file, waiting to be revealed. In reality, the file contains no image, sound, or form — only structured data awaiting interpretation. What appears on screen is the result of execution performed by software and hardware operating beyond the interface’s visible frame.
Interfaces therefore do not merely organize digital media; they naturalize a false ontology.
By making execution invisible, they encourage us to treat digital works as if they were objects that persist, rather than processes that recur. The smoother the interface, the more complete the illusion.
This illusion continues because it enables intuitive interaction at scale. That ease carries a conceptual cost. When execution is hidden, contingency disappears from view. Variability is mistaken for error. Dependency is mistaken for permanence.
What the interface presents as a visible object is, in fact, a stabilized performance—one that only appears object-like because the conditions that produce it have been carefully designed to remain unseen.
A raster image encoded as a fixed grid of RGBA values.
Each pixel is explicitly defined in data, producing a determinate visual result through direct decoding.
IMAGE
This becomes especially clear in the case of image files. It is tempting to treat an image file as a picture that happens to be stored digitally. The familiarity of photographs, screenshots, and thumbnails encourages this assumption. But image formats do not store images in the perceptual sense. They store structured descriptions that must be interpreted in order to produce an image at all.
A JPEG or PNG is not a visible image frozen in place. It is a compressed, encoded instruction set that specifies how an image should be reconstructed when decoded by software. Color values, spatial relationships, and tonal transitions are not directly present; they are derived through execution. What appears on screen is the result of a decoding process carried out at the moment of viewing, not a latent picture waiting inside the file.
In lossy formats such as JPEG, this indeterminacy is further intensified by perceptual compression. Information judged visually negligible is deliberately discarded at export, meaning the file does not specify a uniquely recoverable image, but only an approximation deemed acceptable to human vision. The “same” JPEG may therefore resolve differently depending on decoder implementation, quality settings, or future standards, without any change to the underlying data.
Even when compression is lossless (PNG, TIFF, etc.), appearance remains contingent. Identical image data can produce visibly different results depending on how it is rendered. A low-resolution image enlarged using nearest-neighbor interpolation appears crisp and block-like; the same image smoothed through bilinear or bicubic interpolation appears soft and blended. These decisions are not contained in the file. They are made at execution time by software and display systems operating under their own priorities.
What this reveals is not a failure of image formats, but a structural condition of digital media. The visible image is not the work itself; it is the outcome of interpretation under particular rules. The file does not contain a picture in waiting. It contains a description capable of being enacted.
A JPEG therefore cannot meaningfully be identified as “the artwork itself.” It is one component in an execution chain—necessary, standardized, and widely interoperable, but insufficient. The work appears only when its instructions are successfully realized into perception, and disappears again when that process ends.
A minimal text file rendered through a typographic execution pipeline.
The file contains only characters; layout, font, color, and alignment are resolved at execution time by the rendering environment.