A fundamental pursuit of Virtual Reality is the experience of a seamless connection between the user's body and actions
within the simulation. Virtual worlds often mediate the relationship between the physical and virtual body through
creating an idealized representation of the self in an idealized space. This paper argues that the very ubiquity of the
medium of virtual environments, such as the massively popular Second Life, has now made them mundane, and that
idealized representations are no longer appropriate. In our artwork we introduce the attribute of clumsiness to Second
Life by creating and distributing scripts that cause users' avatars to exhibit unpredictable stumbling, tripping, and
momentary poor coordination, thus subtly and unexpectedly intervening with, rather than amplifying, a user's intent.
These behaviors are publicly distributed, and manifest only occasionally - rather than intentional, conscious actions, they
are involuntary and ambient. We suggest that the physical human body is itself an imperfect interface, and that the
continued blurring of distinctions between the physical body and virtual representations calls for the introduction of
these mundane, clumsy elements.