After fifteen months of development, and three months of teasing, Björk’s full Biophilia App Album is now available in the iTunes App Store – the world’s first App Album. Enjoy the six new apps: Thunderbolt, Sacrifice, Mutual Core, Hollow, Solstice, and Dark Matter, as well as the already-released Virus, Moon, and Crystalline.

There is some great press coverage today featuring Björk’s inimitable voice and words:

NPR Morning Edition: “Bjork’s ‘Biophilia’: Interactive Music, Pushing Boundaries
New York Post: “You Can Touch This
New York Times, Science Times Podcast: “A Science Lesson from the Singer Björk
CNN: “Bjork’s ‘Biophilia’ takes music to the app world
Wired Online: “Björk’s Biophilia App Album Launches 10 Beautifully Depicted Songs
The Atlantic: “From Cheech and Chong to Bjork, Do Extravagent Extras Help Sell Albums?
The Wall Street Journal: “Bells, Whistles, Chimes and Charm
The Atlantic: “Bjork Talks About How Nature Inspired Her New, High-Tech Album
Huffington Post: “Bjork’s ‘Biophilia’ Apps: Is This The Model For The Future Of Music?

This is a fine time and place to list the large team that it took to put together this project including our truly fearless leader Björk; her brilliant designers M/M Paris; James Merry, Project Coordination and Research; Derek Birkett and Michele Anthony, Artist Management; Luc Barthelet, Drew Berry,  Stephen MalinowskiKodama Studios, Touch Press, John Simon Jr., Max Weisel, and Scott Snibbe Studio, lead app developers. The monumental full eight pages of credits can be found here.


A tour of Björk’s Biophilia


A 20 minute demonstration and talk on Biophilia by Scott Snibbe


After more than a year’s stealthy work–from Iceland to Brooklyn, London, Paris, and Cupertino, not necessarily in order of glamour–it’s been exciting to see Björk’s Biophilia App Album reach the world. Today, Biophilia’s second interactive single, Virus, is available from within the Biophilia mother app. If you don’t have Biophilia, which is free, download it now from the iTunes App Store and watch the preview below:

Virus tells a story of a virus’ love for a cell – so deep that she kills him. To hear the whole song, you must lose the game of helping him to survive. Also included is an instrument mode letting you play the viruses as sounds from Björk’s hybrid Gamelan-Celeste (“Gameleste”), and Manu Delago’s incredible Hang playing.



Viruses attack, nuclei sing, DNA mass, and cells become instruments in Virus

Eventually we’ll post some in-depth behind-the-scenes information about the project, however, for now there’s a novella’s worth of great articles and interviews – below is a selection.

Interviews with Scott Snibbe on the Biophilia App Album:

Billboard Cover Story, Jason Lipshutz, July 22, 2011

Billboard.biz features a longer interview with Scott Snibbe on the future of apps and music after Björk’s Biophilia.

“This is like the birth of cinema. It’s an extremely exciting moment for musicians, for artists, and I think this project is a nice step towards fully leveraging the medium with one of the world’s great artists to see what you can pull off when you get one of the world’s greatest musicians and some of the world’s top developers in interactivity to work together. And I think you’ll see a lot more of it. I know the artists want to embrace it, and if the record companies and labels can find a way to make this work financially and contractually for the artists, I think everyone will really thrive.”

Wired News, Eliot Van Buskirk, July 26, 2011

A two-part interview on the nitty gritty details of Björk’s Biophilia, the future of interactivity and music on the iPad and how sheet music was the app of the 19th century:

Björk’s Lead App Developer Riffs on Music, Nature and How Apps Are Like Talkies (Part 1)

How Björk’s App Album Was Made: Mixing for iPad, Visualizing Music as Tunnels (Part 2)

“in some reviews of Biophilia, people said, ‘Wow, I haven’t had this experience in 20 years. Before CDs came out, I’d buy an album and hold the 12-inch cover in my hand, sitting cross-legged on the floor while I listened to the music, read the liner notes, and looked at the pictures.’ People used to have this very tactile, multimedia experience when they bought an album.

But with the digitization of music, we’ve lost that special moment. You can think of the app as, finally, that chance to unwrap the box and have a personal, intimate experience again with music. It might be the case that people spend a lot of time with the app when it first comes out [as they did with album covers] and then perhaps they’ll move on to purely enjoying the music after that. But we’ll really have to wait and see.”

The best interviews with Björk about Biophilia:

Björk Talks BiophiliaBrandon Stosuy, Stereogum, June 29, 2011

“I tried to have each song as emotionally different as possible. [The song] ‘DNA’ is about rhythm, but I also wanted it to be about the emotional, my relationship with my ancestors. That was just as important, to prove science nerds wrong, to unite the scientific and the emotional. ‘Moon’ is very melancholic and about rebirth and the lunar cycles but it’s also just about the math of a full moon. [I wanted the music to] weave seamlessly into science, a natural element, and musicology. Our times seem to be so much about redefining where we are physical and where we’re not. For me, it is really exciting to take the cutting edge technology and take it as far as it can get virtually, use it to describe/control the musicology or the behavior of raw natural elements, and then plug it with a sound source which is the most acoustic one there is — like gamelan and pipe organ. So you get the extremes: Very virtual and very physical. In that way you shift the physicality.”

Violently Appy, Rod Stanley, Dazed and Confused, August, 2011

“The future might not be the shiny utopia of self-lacing moonboots we were once promised, but Björk believes that evolving technology is about to reunite humanity with the natural world. Yes, the 21st century is going to be fun, she has decided.”

The Science of Song, The Song of ScienceJon Pareles, New York Times, July 1, 2011

“‘I didn’t intend it to go so big,’ Bjork said with rueful pride in an interview before the performance. ‘It’s the way most complex project I’ve ever done. There’s been like 500,000 million e-mails and meetings.’ But from their beginnings, the songs on ‘Biophilia’ had a grand ambition: to unify music, nature (as described by science) and technology.”

How Björk’s ‘Biophilia’ album fuses music with iPad appsCharlie Burton, Wired UK, August, 2011

“The app model is one she hopes to use long-term. ‘I have a feeling that for many years I won’t have to tear things up by the roots again. I can [release] songs in my own time and I have an iPad app I can write from,’ she says. For now, apps will also replace her music videos – and in the future she may stop producing physical CDs, to free herself from the production deadlines they involve.”

The Whole World In Her Hands: Björk Interviewed, Luke Turner, The Quietus, July 22, 2011

“Unlike so many of the new formats and futures of music we’ve been promised in the years since the business took a dive down the dumper, Biophilia genuinely does feel radical, futurist. Even more exciting, it feels as if Bjork isn’t just breaking new ground in music, but the world of apps too. It seems certain that Biophilia won’t, unlike many apps downloaded, be used only once. This is of course not to mention the educational aspect, something that emerges all the more strongly during our three hours sat in her living room, overlooking the North Atlantic, newspaper cuttings about the recent Grimsvotn eruption on the table. On the plane home a few hours later, I can’t help but think that Bjork reminds me of a 21st Century William Blake, a visionary fascinated by the potential of science and the wonder of the natural world, a master in the pioneering disciplines of the age.”

Björk on Biophilia and her Debt to UK Dance Music, Liam Allen, BBC News, July 28, 2011

“The abum was inspired by touchscreen devices which preceded the iPad, enabling musicians to play sounds by pressing the screen. ’Because I don’t play the piano or guitar, and usually I’ve always written my music when I am just walking outside, I’ve finally found something that’s appealing to me as an accompaniment,’ she says, ‘I can just scrabble with my fingers – it’s a breakthrough for me.’”


Over the past few days my first three apps became available on the iTunes store: Gravilux, Bubble Harp, and Antograph. I’ve been dreaming of this day for twenty years: a day when, for the first time, we can enjoy interactive art as a media commodity no different from books, music, and movies. But is there a market for this new medium?

Len Lye making films with his bare hands

In college in the eighties, inspired by the abstract films I watched while studying experimental animation at RISD, I started writing computer programs that used human movement to create abstract animation. I was particularly enthralled by Len Lye, who made films not with a camera, but with his body, by scratching, painting, and otherwise touching film. I thought there was a way to bring this process of direct cinema to the computer.

From 1988 to 1997 I refined my aesthetic for screen-based interaction, noting that the cursor is the only thing on the screen with true personality, since through the mouse it’s the connection from your body to the computer. For years I created gestural interactive programs inspired by the abstract masters like Lye and Oskar Fischinger, but I couldn’t find an audience.

Oskar Fischinger

The programs ran on costly workstations and my professors didn’t understand what was interesting about these side projects: “Two-D is a solved problem,” was one of the responses I got to an abstract animation program that later won international art prizes. And I couldn’t convince “real” artists who came to visit the school that anything of interest to the art world was taking place at Brown University’s Computer Science Department, where I worked towards a degree in a medium that enthralled me like no other.

As the late nineties approached, the Internet bloomed, and I posted several of the more refined programs to my website. I was driven to create them, but highly selective about which to release. Discarding dozens that did not meet my criteria for “immediately knowable, yet infinitely explorable,” I was left, in 1998, with the first three of the Dynamic Systems Series: Gravilux, Bubble Harp, and Myrmegraph.

When I showed these programs in talks or galleries worldwide, there would be an enormous positive response, like that of an audience in the early days of cinema. But outside of those special, often exclusive events, the only sign of success over several years was an email every week or two with a similar message: “I’ve been using this program for weeks and I just love it—there’s more here than meets the eye.” Such feedback kept me going, because I figured the fan mail was about one percent of those actually using the program, giving me a vague, statistical sense of a few thousand people happily playing with simulated stars when their boss wasn’t looking.

Galleries asked to sell these works and I labored for several years to “box” the experiences into objects that could sell to collectors. But my heart wasn’t in it. I grew up with the Free Software Foundation’s maxim Information wants to be free, and it didn’t seem right to make an arbitrary decision to make an edition of three, five, or seven, of something that could be copied more easily than music or movies.

Myrmegraph: ants in a box

Don’t get me wrong, I’m not against selling art in galleries, even digital art. Many of my colleagues have a legitimate expression of their art in wall-mounted objects. The very best are Jim Campbell’s work-intensive low-res LED masterpieces, and John Simon, Jr.’s autopsied laptops that revel in their motherboards-stripped-bare to display conceptually perfect algorithmic works like Every Icon. But my work was intended as pure software: trained as a filmmaker, I took my medium to be the rectangle of light itself and not the box around it. Gradually my screen-based work petered out, with neither the passion to parcel it for collectors, nor a mass-market outlet to deliver it at any price.

And then Apple announced the iPad. Rumors of this device had been spreading for a long time, and I was already at work porting programs to the iPhone, excited by other software artists like Lia who had written gem-like apps for the tiny screen. But it’s the iPad that’s the perfect medium for interactive art. The iPhone, despite its beauty, is still mostly a tool for your working life. When you get home, you lay it on the table and kick up your heels. In contrast, the iPad is an object of leisure: a portable screen for our precious free time.  So what do you do with a recreational screen?

All the ordinary things people used to do with their leisure time are neatly packaged and quietly revolutionized on the new device. You can store your library and all your notes; TV stations broadcast to your lap; and you can play games just by tilting the screen. But I believe there’s room in this new medium for something that’s not consumption and has no goal, but is instead like watching a sunset or walking by a river. These experiences are familiar, yet don’t get old. Skimming the surface of a profound Buddhist adage, You never visit the same river twice, sums up their beauty and depth. In the city the experiences we formerly found in nature rotate through museums and galleries on nature’s monthly cycle for a calm, social, and interactive break to enrich our minds.

It’s this experience I’ve tried to create with these screen-based works of art in the palm of your hand: experiences that are immediately and unapologetically pleasurable, yet ones that also have depth. Like the rewards of a musical instrument, the more time you put in, the more you discover, and the more fluent you become. And, even more importantly, these experiences can be calming, enhance concentration, and leave you fulfilled instead of exhausted.

These are loft goals for a ninety-nine cent purchase, and I am not sure the apps fulfill them. But that’s my goal, and that of other interactive artists. Satisfying such human needs is an under-filled niche in the app store today. Is there room for a new category of media? One that I used to call “useless programs” in an attempt to head off criticism, and what the Whitney and the MoMA—where such works are now collected—call Digital Art.

As I write this, Gravilux is the number one Free iPad App on the iTunes Store. It’s ahead of The Weather Channel, ABC Player, and Netflix. What’s number two? A game? A TV station? A productivity application? iBooks. We are in a beautiful new world where participative media flowers. Books are the oldest and most refined of interactive media, using our minds as the ultimate display device. I’m excited to see how art apps will perform in the marketplace. Reading the reviews of Gravilux is itself a pleasurable literary experience, in which people find their own ways to explain what they’re doing and why they enjoy it, without calling the experience art:

“The app may not serve any useful purpose, but it is the most fun I have had with an app in a long time.” –Huniper

“With the touch of one or more fingers, you can fling stars across the Universe (spoiler: Universe not to scale).” –JayKnapp

“It makes me feel like a god.” –Jasonhenle

“We came from the stars and now we can play with the stars.” –by beersyourfriend

“Neat, but useless, but free.” –Foursky

New art apps for the iPad and iPhone premiere this week at the San Francisco Fine Art Fair running on three new iPads. San Jose’s Zero1: Art and Technology Network is a co-sponsor of the showing, which will take place from Thursday, May 20 through Sunday, May 23 at the Fort Mason Center. The apps: Gravilux, Antograph, and Bubble Harp, from the Dynamic System Series, were originally created in 1997 and 1998 to run on computer screens and interact using mice. The iPad is the perfect medium for these personal experiences, which you can now touch with all your fingers. If you’re in San Francisco, please come and see for yourself, or download from the new App Store page.