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	<title>Thesies Pieces</title>
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	<link>http://thesis.ianbellomy.com</link>
	<description>Interactive Design and Game Development MFA thesis research</description>
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		<title>Interactive Product Design Finals</title>
		<link>http://thesis.ianbellomy.com/?p=501</link>
		<comments>http://thesis.ianbellomy.com/?p=501#comments</comments>
		<pubDate>Sat, 03 Jul 2010 21:21:39 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Interactive Product Design]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=501</guid>
		<description><![CDATA[Better late than never. Student projects from the Spring &#8216;10  Interactive Product Design Studio.
]]></description>
			<content:encoded><![CDATA[<p>Better late than never. <a href="http://iact.in/?p=135">Student projects from the Spring &#8216;10  Interactive Product Design Studio</a>.</p>
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		<item>
		<title>The Stuff of Thought</title>
		<link>http://thesis.ianbellomy.com/?p=494</link>
		<comments>http://thesis.ianbellomy.com/?p=494#comments</comments>
		<pubDate>Fri, 25 Jun 2010 17:17:17 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Reading]]></category>
		<category><![CDATA[Linguistics]]></category>
		<category><![CDATA[Metaphor]]></category>
		<category><![CDATA[Miyamato]]></category>
		<category><![CDATA[Not crazy]]></category>
		<category><![CDATA[Steven Pinker]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=494</guid>
		<description><![CDATA[One critical review of Steven Pinker&#8217;s populist science book The Stuff of Thought describes how the title &#8220;Things the Mind Does&#8221; might be more fitting. The Stuff of Thought is not a neuroscience account of the relation between our crinkled grey matter, and the phenomena we call thinking. Instead Pinker&#8217;s linguistic vantage point looks at ]]></description>
			<content:encoded><![CDATA[<p><a href="http://thesis.ianbellomy.com/wp-content/uploads/2010/06/the-stuff-of-757334.jpeg"><img src="http://thesis.ianbellomy.com/wp-content/uploads/2010/06/the-stuff-of-757334-195x300.jpg" alt="" title="the-stuff-of-757334" width="195" height="300" class="alignleft size-medium wp-image-497" /></a>One critical review of Steven Pinker&#8217;s populist science book <em>The Stuff of Thought</em> describes how the title &#8220;Things the Mind Does&#8221; might be more fitting. <em>The Stuff of Thought</em> is not a neuroscience account of the relation between our crinkled grey matter, and the phenomena we call thinking. Instead Pinker&#8217;s linguistic vantage point looks at relatively higher level emergent phenomena. Structures just below the acts of everyday utterances. For someone like myself constantly tip-toeing away from the realm of direct perception towards some kind aesthetics of cognition (if such a thing could be said), an individual with a trained sensitivity to spatial/visual composition trying to understand the untamed world of dynamic and intelligently responsive media, I found Pinker&#8217;s account of the metaphoric relationships between spatial, temporal, and causal reasoning worth much of its space on my shelf. </p>
<p>I originally picked the book up a couple years ago, but it languished until recently. Staring at me one morning I thought I&#8217;d check it for a contemporary views on Lakoff and Johnson&#8217;s ideas of metaphor. Sure enough there was a chapter on it inside that reaffirmed the key points of what was described 20 years prior. As I revisited his ideas though I caught pieces of more contemporary thinking that elaborates on our metaphoric constructions. </p>
<p>Pinker&#8217;s discussion of spatial and temporal metaphoric structures are where I found this book most interesting. He describes how, regardless of ontologies be them physical, social, or capitalistic, we understand abstract relationships in terms of potentials for causality. The potential of influence (or may I say the potential for manipulation) is analogous to spatial proximity. Even more interesting is how we cognitively parse physical and continuous spatial relationships intro discreet states based on the functional or causal relationships of the entities involved. For example, being &#8216;under&#8217; an umbrella is as much or more a statement about being able to stay dry as it is about the abstract positions of the elements involved. </p>
<p>[As an aside, and I may be out of my depth here, the conversion of a continuous variable into a discreet value of causal meaning seems to be some very basic form of 'thinking'. McCullough describes intelligent systems as those that respond to input in deliberate and varied ways. This is useful for categorization of existing artifacts, but less so for thinking through the creation of them. Perhaps it wold be more helpful to say that 'interactive' systems convert continuous input into discreet output, the variety of input and the the complexity of the conversion reflecting the general complexity of the system. This would give a starting point for those learning how to design such systems, a small reoccurring problem to understand. A mapping problem really.] </p>
<p>The verified importance of causality in our thinking, not to mention Pinker&#8217;s particular interest in verbs, makes my apparent fixation on designed manipulation less discouraging. (Perhaps it&#8217;s fitting that both Pinker and Miyamoto both are interested in verbs; Pinker finds in them the clues for how we interpret the world, Miyamato uses them to define how we play with it). Reading about the eternally present, if even implicit, agent in statements of action struck me in how similar to manipulation if painted verbs in general. The content is better than heartening though. Pinker presents research by Len Talmy, a linguist whose studies into causal perception have exposed a mental model of force dynamics. His studies look at our perception of action and effect in terms of a set of common mental configurations that concepts like prevention and helping map to. Finally, Pinker discusses our universally shared sensitivity to chains of action and intention exist even when end consequences are identical, and plays a major role in our understanding of ethical actions. </p>
<p>One last take away from How The Mind Works was a few related low level metaphoric structures. In my discussions about manipulation I always hit on the problem of metaphor definition. To manipulate something observable in screen space, it must first be described (and modeled). The limitless ways we would could look at something are exceptionally problematic though. What would be useful would be a limited but powerful set of categories to study. &#8220;Metaphors We Live By&#8221; showed how a great deal of thinking grows from ideas like Object, Container, and Surface. &#8220;How the Mind works&#8221; introduced me to some interesting elaborations on some of these constructs. Particularly interesting were the relationships between entity, multiples, and aggregates. Pinker shows how entities are defined by their spatial bounds, but can also be viewed, in a sort of figure ground shift, as an aggregate or media, whose shape is ephemeral and temporary. This shift can be used in language for effect in such statements as &#8216;There was cat all over the highway.&#8217; (which dismisses the structural qualities that regularly define a the unfortunate creature). Also interesting is the distinction between aggregates and a large collections of similar but individual entities. While this distinction is universal, the placement of the dividing line is not. English treats hair and grass as aggregates but other languages describe them as multiples. i.e.. One might comb their hairs. I like these structures as they provide a cohesive set to select from when choosing a creating a model for something visual. A simple choice with implications for potential forms of manipulation. </p>
<p>If you&#8217;re familiar with contemporary ideas of language and mind you might not be interested in reading the entire book, but I&#8217;d recommend at least Chapter 4, &#8220;Cleaving The Air&#8221;. Chapter 5, &#8220;The Metaphor Metaphor&#8221; could also provide a  brief but good alternate to &#8220;Metaphors we Live By&#8221;.</p>
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		<item>
		<title>Tackeling Programming Problems</title>
		<link>http://thesis.ianbellomy.com/?p=485</link>
		<comments>http://thesis.ianbellomy.com/?p=485#comments</comments>
		<pubDate>Thu, 24 Jun 2010 16:41:17 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Interactive Product Design]]></category>
		<category><![CDATA[Programming]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=485</guid>
		<description><![CDATA[One of the most important but difficult programming skills to acquire is the ability to break apart problems. But how does a student go from a fuzzy idea of some multi-media editing interface to the boolean logic of an if else statement when they have the barest grasp of program flow in the first place. ]]></description>
			<content:encoded><![CDATA[<p>One of the most important but difficult programming skills to acquire is the ability to break apart problems. But how does a student go from a fuzzy idea of some multi-media editing interface to the boolean logic of an if else statement when they have the barest grasp of program flow in the first place. Computer Science students have it easy in a fashion; they can focus on learning existing patterns without the necessity of turning experimental ideas into their new language of logic. Designers of interactivity lack the luxury of years of guided programming experience and are saddled with making systems that interface with the most trickiest components, humans.  (The difficulty last part has its own entire field after all).</p>
<p>Last quarter I tried to pass on some more atomistic problems that often sit in between code and concept.  the first and one of the lowest level problems I&#8217;ve found is the mapping problem, the conversion of one value to another. The second is on the upper end and the first step for breaking apart a concept: splitting application logic into data and representation. (The model / view terms are of course yanked from the MVC pattern and are usually used to refer to something a little more complex that what I&#8217;m dealing with here. I use them in order to paint what is often a continuous set of code as smaller pieces with specific responsibilities).</p>
<p><strong>Mapping</strong><br />
In any kind of interactive physical whatever one of the most common tasks, and place for designing the system is in ʻmappingʼ the range of input values to a range of output values. Ie. your sensor gives you 0–1023 but your rotating doll head goes from 0–2*PI radians (yuck). This is a mapping problem, and luckily, with a little math itʼs not that hard to solve.</p>
<p><code>(inputValue / maximumInputValue) * maximumOutputValue;</code></p>
<p>or, to use the example above:</p>
<p><code>(sensorValue/1023) * TWO_PI</code></p>
<p>What this code does is convert the sensor input into a percentage and then turn that percentage into an actual value in the target space. (sensorValue/1023) will turn our input into a number between 0 and 1 (0 if sensorValue is 0 and 1 if sensor value is 1023). Then we take the value of the target space and multiply by the variable. If our doll head turns to TWO_PI radians and we multiple that maximum value by a percentage, we get the actual number we want the head turned to.</p>
<p><strong>Model / View</strong><br />
Interactive systems are kinda muddy. If weʼre going to design them we need to be able to describe them.</p>
<p>The first step (and easiest and most useful way to do this) is to describe what variables are in the system. A stripped down version of Pong with nothing but the ball needs variables for the x &amp; y position of the ball and also the ballʼs x and y velocity.</p>
<p>Next we need the rules by which the system operates. Always start with the most basic version of a rule that you can actually program. We know in Pong that the ball bounces around, but even simpler than that is the fact the ball moves at all. Movement is a very common rule and is described in computer terms as such:</p>
<p><code>value = value + valueVelocity;</code></p>
<p>Or </p>
<p><code>xPosition = xPosition + xVelocity;</code></p>
<p>This code needs to be run continuously (every time the program updates). This is done by putting it in the the <code>draw()</code> function.</p>
<p>With a few variables and some math we now have a working model of our simple, non interactive, non winnable version of Pong. Problem is, we canʼt see it work.</p>
<p>The second step in describing an interactive piece is to describe how it represents, or visualizes, its model. This section of a program can be labeled the programʼs view. The view for our Pong game consists of drawing a rectangle to the screen based on the x &amp; y values of the ball. ie:</p>
<p><code>rect(ballX,ballY, 10, 10);</code></p>
<p>This code also needs to be called every time the program loops. Just be careful not to mix it up with the model code. Theoretically you could put all your model processes in a function <code>updateModel()</code> and all your visualization code in a function <code>updateView()</code> and then your draw function would look like this:<br />
<code>void draw()<br />
{<br />
updateModel();<br />
updateView();<br />
}<br />
</code></p>
<p>(It would be more helpful if the draw function were just called mainLoop, or main, or loop, but oh well).</p>
<p>Now that we have this basic two part structure we can modify the artifacts gestalt by building more complex models or by building more sophisticated visualizations of the model as is.<br />
What if you had two balls? What if the ballʼs x and y position is greater than the screen size? These are questions about the gameʼs model.</p>
<p>Looking at the speed and position of the ball, can we calculate and draw where it will be in a few moments? This is a view question.</p>
<p>As a designer you can work with either component, evaluate the gestalt, and then try something else. It also makes your program easier to understand if the responsibilities of each line of code are grouped together.</p>
<p>Lastly, thereʼs no rules that govern what the relative size (in terms of lines of code) and complexity (in terms of processing and math) of the model or the view is or should be. Your model could be one variable (meanness) and your view could do a lot of number crunching to draw a flower based on that one variable (like last project). Alternately your model could describe all the pieces of a flower, and the view just has to draw rectangles where the petals are.</p>
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		<title>Game Studies and IxD</title>
		<link>http://thesis.ianbellomy.com/?p=482</link>
		<comments>http://thesis.ianbellomy.com/?p=482#comments</comments>
		<pubDate>Thu, 08 Apr 2010 20:18:47 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[IxD]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=482</guid>
		<description><![CDATA[Since undergrad I&#8217;ve found that most games are exceptionally sophisticated examples of designed interactivity whether poetic or instrumental. Back then there was a shrinking but present stigma, a common acceptance that games are not-serious. Not to say there weren&#8217;t a number of people taking these artifacts very seriously (beyond people looking for something to blame ]]></description>
			<content:encoded><![CDATA[<p>Since undergrad I&#8217;ve found that most games are exceptionally sophisticated examples of designed interactivity whether poetic or instrumental. Back then there was a shrinking but present stigma, a common acceptance that games are not-serious. Not to say there weren&#8217;t a number of people taking these artifacts very seriously (beyond people looking for something to blame school violence on). Today, with Infinity Ward&#8217;s Modern Warfare 2 the highest grossing entertainment product in history, and the center of a exceptionally important lawsuit over the rights creatives have over their work, even a die hard pragmatist would find it difficult to dismiss the field, let alone the industry. More to my point here, the nascent IxD discipline, in their exercise of eminent domain over all things behavioral, have found that games are great examples of designed behavior. It occasionally seems though that — perhaps like many fields IxD has appropriated into their study — the existing conversation surrounding game studies has become invisible. Everyone knows what a game is after all. Surely there&#8217;s nothing to say about them that&#8217;s not prima facie. I wouldn&#8217;t doubt though that this has as much to do with practice vs. academia as it has to do with IxD and game studies. Either way, I was sent an entry into a series of articles not long ago that served as a great example for some of this.</p>
<div id="_mcePaste">These articles present a good example of the term &#8220;game&#8221; being brandished liberally and to little effect. I question whether the people involved are talking about games or games and interactivity (at least not the main posts, there were too many comments spread around to cover). I think there is a conversation about meaning going on; But it&#8217;s indirect, and because of that, very long and to little effect. If there&#8217;s really an interest in talking games, I&#8217;d recommend at least covering the opening chapters to Rules of Play (http://www.amazon.com/Rules-Play-Game-Design-Fundamentals/dp/0262240459). For a more lengthy deconstruction of the pitfalls in these conversations, keep reading.</div>
<div><span id="more-482"></span></div>
<div id="_mcePaste">From the original original original article : http://www.pixelpoppers.com/2009/11/awesome-by-proxy-addicted-to-fake.html</div>
<blockquote>
<div id="_mcePaste">&#8220;RPGs are many things, but they are almost never hard. As I realized in childhood, the vast majority of RPG challenges can be defeated simply by putting in time. RPGs reward patience, not skill. Almost never is the player required to work hard&#8230;Be aware of why you play the games you do the way you do. Be aware of how you use them. We humans are remarkably adept at finding ways to lie to ourselves, and ways to be self-destructive.&#8221;</div>
</blockquote>
<div id="_mcePaste">In the first article by &#8220;Dr. Professor&#8221; that actually talks about games. Unfortunately there&#8217;s a narrative quality about games he&#8217;s missing. (Janet H. Murray pretty much built a temple on this aspect). By the author&#8217;s description, any action gamer (or &#8220;mastery oriented&#8221; player) should enjoy an RPG just as they would enjoy mastery of the simple puzzle used in his opening example. Basically: Gamers who enjoy action games are mastery oriented gamers, mastery oriented gamers enjoy mastery of any task, thus: Action gamers should like RPGs as they are essentially games with simple tasks. Yea, no. It&#8217;s been established that gamers come in a variety of types and persu or favor a variety of activities in any game (mainly: griefing, exploring, helping, or roll playing). It&#8217;s also been established that these behaviors correlate to established personality types and characteristics found in the Big Five or Myers Briggs.</div>
<div>The responding article is where things jump the rail though : http://www.petermichaud.com/essays/achievement-porn/</div>
<div id="_mcePaste">Using games to talk about &#8220;false achievement&#8221; in order to make the point that Non-meainingful achievement is &#8220;bullshit&#8221; or in other words, &#8220;not meaningful&#8221;.</div>
<blockquote>
<div id="_mcePaste">&#8220;Games are just a minor symptom of a systemic disease:&#8221;</div>
</blockquote>
<div id="_mcePaste">If games are a symptom of a systemic disease, it&#8217;s that of being human (Huizinga: &#8220;Play precedes culture&#8221;). Eric later picks up on this thanks to the article on seeking behavior. Peter Michaud is using games metaphorically to gets himself in trouble by running away in abusing his game metaphor. We can frame anything as a game and make it look superficial. I can say &#8220;life is a game&#8221; and draw attention to its temporal qualities and the potential for there being no meaning beyond the activity, and hence no ultimate meaning. Is life a game though? Does this tell us anything about games? Does it offer any new insight into life, or the education system for that matter?</div>
<blockquote>
<div id="_mcePaste">&#8220;Games fast becoming standard are the “followers” and “friends” games for example.&#8221;</div>
</blockquote>
<div id="_mcePaste">Quantification by itself isn&#8217;t a sufficent condition for a game though. As Crumlish et al. points out in &#8220;Designing Social Interfaces&#8221;; Measurement leads to comparison. That&#8217;s hardly restricted to game activities. Sure a person can &#8220;play&#8221; the system by deciding that those numbers are &#8220;objectives&#8221; but there&#8217;s no structure for modifying them that&#8217;s restrained to the system itself. It all takes place within the social sphere, which goes against one of the commonly accepted requirements for a game; that it requires a separate, subordinate, and temporary context. Not to mention, while these stats can qualify who is winning, there&#8217;s no state in the system wherein there&#8217;s a winner. (&#8230;and yes, this same argument can and is applied to WoW from time to time&#8230; but that&#8217;s a different topic ;) )</div>
<blockquote>
<div id="_mcePaste">&#8220;Why it’s more important than ever to get your mind right about what you’re doing with your life and why you’re doing it&#8230;. If you like these things because they entertain you and relax you, fine, more power to you. I have a 110″ inch screen in my media room that I play games on a couple hours a week, because I think they are fun. But don’t delude yourself: they are bullshit&#8230;Go for a walk.&#8221;</div>
</blockquote>
<div id="_mcePaste">This man seems angry that people don&#8217;t value the same things he does in the same ways. He uses the game metaphor to belittle cultural or personal activities he has problems with. His &#8220;game&#8221; is a very old one; the struggle for authority in pronouncing what is meaningful. Though what blogger isn&#8217;t guilty of <em>that</em>.</div>
<div>Finally, in the leading (or ending) article Eric Ross asks the more interesting question: What&#8217;s the difference between one meaning making activity and another:</div>
<blockquote>
<div id="_mcePaste">&#8220;What it really boils down to is that I traded one set of “achievement treadmills” (i.e. blogging and contributing to an Open Source project) for another more explicit set.&#8221;</div>
<div id="_mcePaste">Indirectly back to &#8220;life is a game&#8221;. Is there not something more meaningful beyond this or that activity? What is the ultimate meaningful activity? Is it all just a treadmill?</div>
<div id="_mcePaste">&#8220;Does it mean that these products [games like Modern Warfare 2 that soak up hundreds of hours of people's lives] aren’t making their users lives “better”? Well, it depends on how you define better.&#8221;</div>
</blockquote>
<div id="_mcePaste">Whew, that was a bit of reading to get to <em>that</em> point though. Games are indeed strange little meaning making activities. They kind of reflect our processes of dealing with the world in general and are thus at least a semi-nobel field of study (I hope). As such, are games relevant to interaction design? Sure. Are they relevant here? Maybe&#8230;? This conversation has just as much to do with psychology, biology, or philosophy as much as it has to do about games or IxD; and if we&#8217;re going to start talking about &#8216;good&#8217;  and &#8216;meaning&#8217; then you better believe that there&#8217;s been <em>a few</em> people who have written about <em>that</em>.</div>
<div></div>
<div>Now that that&#8217;s all out, time to stop playing around with critiquing blog posts so I can get back to some serious thinking about some serious bullshit.</div>
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		<title>Teaching Processing</title>
		<link>http://thesis.ianbellomy.com/?p=469</link>
		<comments>http://thesis.ianbellomy.com/?p=469#comments</comments>
		<pubDate>Sun, 28 Mar 2010 14:26:07 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Arduino]]></category>
		<category><![CDATA[Interactive Product Design]]></category>
		<category><![CDATA[Processing]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=469</guid>
		<description><![CDATA[This quarter I&#8217;m an acting TA for the class &#8220;Interactive Product Design&#8221; over in the industrial design department. The primary goal for the quarter is to give students there a chance to tinker with Arduino and start thinking about how they can invest their forms with some embedded computing. Secondly, the class will also serve ]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-full wp-image-473" title="processing_icon" src="http://thesis.ianbellomy.com/wp-content/uploads/2010/03/processing_icon.png" alt="processing_icon" width="96" height="96" />This quarter I&#8217;m an acting TA for the class &#8220;Interactive Product Design&#8221; over in the industrial design department. The primary goal for the quarter is to give students there a chance to tinker with <a href="http://www.arduino.cc/">Arduino</a> and start thinking about how they can invest their forms with some embedded computing. Secondly, the class will also serve to acquaint them with programming, which is almost completely foreign to most of the students. That said, I spent the last class giving a <a href="http://www.ianbellomy.com/SCAD/content/processing_intro.pdf">ground level introduction</a> to programming in general and <a href="http://processing.org">Processing</a> in particular. Competency, even if by the end of the quater, with a few of the most important structures (expressions, variables, control statements, functions) I hope will provide enough conceptual tools for digesting things they find and allowing them to create rather sophisticated interactivity.</p>
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		<title>Spring Break</title>
		<link>http://thesis.ianbellomy.com/?p=307</link>
		<comments>http://thesis.ianbellomy.com/?p=307#comments</comments>
		<pubDate>Fri, 19 Mar 2010 17:36:30 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Examples]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Armor Games]]></category>
		<category><![CDATA[Upgrade Complete]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=307</guid>
		<description><![CDATA[I&#8217;ve been silent. I&#8217;m on break.
Until I get back, you might consider checking out Upgrade Complete by Armor Games. While it claims to comment on the backward-ness of game achievements and grinding, it unwittingly makes for a rather interesting study. In Upgrade Complete, a sci-fi SCHMUP, players destroy alien ships for points which can be ]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been silent. I&#8217;m on break.<br />
Until I get back, you might consider checking out <a href="http://armorgames.com/play/3955/upgrade-complete">Upgrade Complete</a> by Armor Games. While it claims to comment on the backward-ness of game achievements and grinding, it unwittingly makes for a rather interesting study. In Upgrade Complete, a sci-fi SCHMUP, players destroy alien ships for points which can be spent on upgrading, among other things, the graphics of the game itself.   </p>
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		<title>On Interaction Design</title>
		<link>http://thesis.ianbellomy.com/?p=454</link>
		<comments>http://thesis.ianbellomy.com/?p=454#comments</comments>
		<pubDate>Sat, 13 Mar 2010 06:18:09 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Paper]]></category>
		<category><![CDATA[Theory of Interaction Design]]></category>

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		<description><![CDATA[•Disciplines are based on metaphoric framings and the knowledge from them.
In the Invisible Computer by Donald Norman he presents an illustration that shows chairs created by several related but distinct disciplines. Each chair, sharing the same impetus for its creation, is indelibly marked by the frame from which its creators work. The manufacture’s chair is ]]></description>
			<content:encoded><![CDATA[<p><strong>•Disciplines are based on metaphoric framings and the knowledge from them.</strong></p>
<p>In the Invisible Computer by Donald Norman he presents an illustration that shows chairs created by several related but distinct disciplines. Each chair, sharing the same impetus for its creation, is indelibly marked by the frame from which its creators work. The manufacture’s chair is inexpensive in its construction, the engineer’s rigorous in its stability, and the designer’s chair is novel in its treatment of form. The basic artifactuality of the chair is consistent between each; an instrumental object for human sitting, and of course each design supports this. The conceptual metaphors which are brought to bare in elaborating on this description, however, are not.</p>
<p>Whether through the lens of beauty, communication, safety, or marketability, each discipline has its specialized metaphor(s) for describing artifacts and how they fit into one of a plurality of world views. An artifact is extra dimensional in this sense. It exists in a universe defined by the physicality of the human body and its biological sensorial abilities. It inhabits a universe where the existence of an item is predicated on a person’s desire and ability to purchase it. It also exist in a universe where continual existence often requires repeated sacrifice of resources. Making design decisions that effect an artifact’s qualities in any of these spaces requires a body of specialized knowledge about how those spaces function. This knowledge is generally consolidated into specific disciplines like marketing, engineering, manufacturing, or industrial design.[1]</p>
<p><strong>•IxD is a discipline concerned with the creation of artifacts as CULTURAL OBJECTS.</strong></p>
<p>Interaction design is one such emerging discipline; It’s universe is one of culture. Specifically, a culture defined by the activities and behaviors of its individuals and the artifacts that they interact with and through. Anthropology, sociology, and psychology are important areas of knowledge being quickly absorbed by this nascent discipline.[2] The metaphor that IxD uses is that of ARTIFACT as CULTURAL OBJECT. Furthermore, culture is viewed in terms of the activities and behaviors of the individuals that exist within it.[3]</p>
<p>This new field is predicated on Marshall McCluhan’s understanding that “We shape our tools, and then our tools shape us”.[4] As the nature of a culture’s artifacts and technology can have profound impacts on the rest of that culture, it behooves for us to understand these relationships and perhaps ethically required for us to do so. As Jon Kolko states, “Your work will change culture. Do work that is worth doing.”</p>
<p><strong>•IxD is generally concerned with the design of “interactive” artifacts, particularly computational ones. </strong></p>
<p>Of our technologies, few are having more profound an impact on society than those that include complex computational abilities. Any cultural artifact can influence behavior, but current computational technologies have capabilities of such magnitude that we are unable to ignore them. This importance is recognized outside of interaction design even, having engendered such other fields such as software studies and game studies.</p>
<p>While the cultural effects of these artifacts make them ripe subjects for interaction  design, an artifact’s particular interactive qualities are also important. Interactive artifacts are those defined as having the ability to sense contextual variables, process the information, and respond in some variable and deliberate fashion.[5] An interactive artifact’s peculiar ability to respond to changes in its context, or changes in its user’s behavior, makes it possible, if not necessary, to design for these changes.</p>
<p>Outside of interactive artifacts, interaction design may still exist, but limited ability to create artifacts that respond to behaviors might curtail the usefulness of its framing. Malcom McCullough, in using architectural principles to to argue for situated computing makes such a convincing argument that architecture itself might be viewed as an example of what pre-interactive interaction design might look like. Regardless, designing within a cultural framework is a necessary aspect of interaction design, complex interactivity is incidental.</p>
<p><strong>•Behavior is not a medium. IxD is not a &#8220;Design&#8221; discipline. </strong></p>
<p>An argument may be made that even if cultural framing is a primary requirement interactivity is still necessary in that it defines the medium interaction designers work in. The claim put forth by Robert Fabricant is that behavior — specifically the behavior of the user — is the ‘medium’ of interaction design.[6] I find this idea presumptuous at best. It implies that the behavior of a user is directly manipulable by the designer. Describing a person’s behavior as a material to be crafted is, by definition, to objectify said person. This argument applies equally to those, like Nathan Shedroff, who qualify interaction design in part as the “design of experiences”.[7] A stance refuted by both Shelly Evanson [8] and Jon Kolko [9].</p>
<p>While I seriously doubt anyone’s intention is to exert absolute control of a human being [10] I think its valuable to make the distinction between designing-to-influence a person’s behavior vs. designing a person’s behavior. Making this distinction allows us to see interaction design as a discipline closely related to study and practice of rhetoric, a potentially valuable insight, but a topic beyond the scope of this paper.</p>
<p>Another position acknowledges that the affection of a person’s behavior is an end separate from means, and states more specifically that the behavior of an artifact is the ‘medium’ an interaction designer manipulates. This position also holds that the tangible material with which this behavior manifests is irrelevant to the interaction designer, that interaction design is a trans-media discipline (or perhaps sans-media).</p>
<p>Contradicting this view are the many examples of “interaction design” that do not exhibit behavioral qualities.[11] Aside from practical arguments, the ‘behavior is medium’ view also compromises the stability of a theoretical definition of interaction design.</p>
<p>Design is, among other things, iterative. This practice requires the testing of potential solutions. It stems from the oftentimes correct assumption that the first solution thought up is generally not the best, that the gestalts of a solution are not known until it is put into context, that the solution can not be mentally modeled by a designer in its entirety, and that the exploration of potentials oftentimes results in new insights into the problem space. The result is a set of disciplines centered on the successive creation of prototypes leading up to a finished solution. In contrast, the standard deliverables of interaction design (wireframes, narratives, or visualizations) constitute only the first steps of an iterative process, and while they may lead to the creation of an artifact in the hands of someone else, these pieces do not constitute an iterative process. Furthermore, iterating from one project release to the next while useful and necessary, is not the type of iteration I discuss here. Any traditional designer who offered a rough solution to a client as final with the intent to &#8220;see how things go&#8221; and improve it &#8220;next time around&#8221; would hardly qualify for the title designer.</p>
<p>The conflict here is between the focus on creating artifacts alongside an assertion that interaction design is essentially immaterial. A definition that includes these conflicting stances states that IxD is responsible for the creation of an artifactual solution and simultaneously relieves it of the responsibility of actually creating a finished solution. All artifacts exist in a cultural space. All artifacts also inhabit a material space. An industrial designer who makes an artifact without the relevant training or skills in anthropology or sociology will make a cultural object, however mediocre it may be. An interaction designer, as defined so far, requires assistance in order to create an artifact at all.</p>
<p>Let me make a few things clear. The conversational gestalts of complex interactivity <em>are</em> unique to forms of interactivity beyond that of simple operation and <em>are</em> the result of design decisions. I think a focus on the social context is relavent and useful. I also do not think that capital &#8220;D&#8221; Design is concerned exclusivly with aesthetics or the design of materials. I do think that Interaction Design is a discipline. I <em>do</em> think that a <em>Design</em> discipline <em>requires faculty within the material context</em>. I parse words to clarify and understand.</p>
<p>Assuming the defining quality of an artifact is thing-ness, any cultural spaces it inhabits are beyond that of its intrinsic properties. The cultural space that artifacts inhabit, the context IxD is concerned with, constitutes a ‘next highest context’. As such the discipline of interaction design may be viewed as an advancement built on traditional design studies.</p>
<p>Alternately, <em>If</em> IxD is to be considered a Design discipline separate from traditional disciplines it will require a defining set of intrinsic artifactual properties separate from those of traditional design disciplines, and a working knowledge of how those qualities can be manipulated for different aesthetic results.</p>
<p>IxD is young if nothing else, so there’s nothing to say that continual investigation of interactivity won’t coalesce into a set of phenomena unaddressed by other disciplines. Until such a day it’s situation will remain nebulous, and risks irrelevance as experienced designers in traditional media, looking for more interesting, complex, and challenging contexts, begin solving problems explicitly defined by a cultural space interaction design is centered within.</p>
<hr />
1 Dourish, Paul, &#8220;Where the Action Is&#8221;<br />
2 ibid<br />
3 Fogg, B. J., &#8220;Persuasive Technology&#8221;<br />
4 McCluhan, Marshall, &#8220;Understanding Media&#8221;<br />
5 McCullough, Malcom, &#8220;Digital Ground&#8221;<br />
6 <a href="http://library.ixda.org/node/3">Robert Fabrikant Interact 9 Lecture &#8220;Behavior Is Our Medium&#8221;</a><br />
7 <a href="http://www.ixda.org/resources/nathan-shedroff-meaningful-innovation-relies-interaction-and-service-design">Nathan Shedroff Interact 10 Keynote</a><br />
8 <a href="http://www.ixda.org/resources/shelley-evenson-service-design">Shelley Evenson Interact 10 lecture</a><br />
9 <a href="http://www.ixda.org/resources/jon-kolko-keynote-my-heart-work">Jon Kolko Interact 10 Keynote</a><br />
10 Though Joss Wedon’s “Dollhouse” paints a convincing picture about how those in power, given the chance, could be perfectly content in transforming people into instruments.<br />
11 <a href=http://www.austincenterfordesign.com/">Austin Center for Design<a></p>
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		<title>Beer Clock</title>
		<link>http://thesis.ianbellomy.com/?p=430</link>
		<comments>http://thesis.ianbellomy.com/?p=430#comments</comments>
		<pubDate>Sat, 06 Mar 2010 20:54:42 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=430</guid>
		<description><![CDATA[
Instructions: Let run during class. (Statistics are only guaranteed to be applicable for SCAD students).
]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-medium wp-image-431" title="beerClock" src="http://thesis.ianbellomy.com/wp-content/uploads/2010/03/beerClock-300x209.jpg" alt="beerClock" width="300" height="209" /></p>
<p>Instructions: <a href="http://www.ianbellomy.com/SCAD/beerClock/">Let run during class</a>. (Statistics are only guaranteed to be applicable for SCAD students).</p>
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		<title>Metaphorically Speaking</title>
		<link>http://thesis.ianbellomy.com/?p=417</link>
		<comments>http://thesis.ianbellomy.com/?p=417#comments</comments>
		<pubDate>Sat, 06 Mar 2010 20:17:15 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Reading]]></category>
		<category><![CDATA[Thoughts]]></category>
		<category><![CDATA[George Lakoff]]></category>
		<category><![CDATA[Gregg Johnson]]></category>
		<category><![CDATA[Metaphor]]></category>
		<category><![CDATA[Not crazy]]></category>
		<category><![CDATA[Paul Dourish]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=417</guid>
		<description><![CDATA[In 1980 George Lakoff and Gregg Johnson published Metaphors We Live By. The book made the case that most of our thinking is largely metaphorical in nature; that we directly apply our understanding of the less abstract to the more abstract. Their description of metaphoric language as reflective of a thinking mind irrevocably situated in ]]></description>
			<content:encoded><![CDATA[<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">In 1980 George Lakoff and Gregg Johnson published Metaphors We Live By. The book made the case that most of our thinking is largely metaphorical in nature; that we directly apply our understanding of the less abstract to the more abstract. Their description of metaphoric language as reflective of a thinking mind irrevocably situated in a physical context helped ignite an explosion of research in numerous fields including linguistics, psychology, philosophy, law, art, and politics. While there&#8217;s been much written since then, this work has been repeated referenced in other current texts that I highly value.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">The edition I read contained an afterward written in 2003 that provided a great summation of the work, empirical support somewhat lacking in the original and some revisions and their thinking. If pressed for time I would recommend reading these 30 or so pages to the exclusion of the rest of the text.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Most importantly Metaphors We Live By validates my solution of using manipulation as a starting point for the design of interactivity and provides logical arguments against feedback that I  previously could only disagree with on intuitive grounds. In my review (which I have yet to talk about, but which I hope to do at some point in the next few weeks), a midst concerns about the scope of my research, I was questioned on the type of manipulation I was going to address “Manipulation is very broad; there’s all kinds of manipulation, semiotic, physical, interpersonal&#8230;” (paraphrased). In concern over the “unfocused” quality of my proposal itself and during an attempt to guide me to “just do a nice project” it was stated that if I was going to find some fundamental principles “&#8230; I would have found it by now”. On the first concern, I simply acknowledge the potential pitfalls of the and stated that I’d be focusing on the most basic form of manipulation, the equivalence between an intentional quantifiable value and that of a screen based entity (such as a box’s rotation to the position of a pointing device). On the second statement I simply bit my tongue. Having read Lakoff &amp; Johnson I would now answer differently; There is not “many kinds of” manipulation. There is only one kind of manipulation which is conceptually mapped to many different experiential phenomena so as to highlight common qualities. These commonalities stem from our physical/spatial understanding of manipulation as a “base metaphor” concerning the movement of an object in space on behalf of an intent. Thus my investigation of manipulation is not “broad” in the fashion expressed. Secondly, our understanding of what we experience and the metaphoric ontologies we use to understand abstract phenomena — such as complex interactivity —don’t get any more base than those based on our body and the physical space it inhabits.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">While Lakoff’s research is undoubtedly important, he&#8217;s been criticized as delivering his ideas more rhetorically than not and being remise in acknowledging others who have tread on similar, if not the same ground. Metaphors We Live By makes lengthy arguments against forms of objectivism and subjectivism that I’m not certain are necessarily reflective of philosophical thought at the time, and left me want of understanding the context within which the book was released into. The ideas of embodied thinking that seem to stem from their research into metaphor are highly reflective of thinking phenomenological thinking which was hardly underground at the time. At one point they do make reference to this area, but only as it exists, in their words, as “café phenomenology”. Their discussion limited to bullet points and bereft of topical consideration. One critical reviewer on Amazon.com points to Maurice Merleau-Ponty as providing much more nascent thinking on the issues that Lakoff and Johnson have waded into, going so far as to claim Lakoff and John’s most important ideas are ripped of from him. As Paul Dourish’s discussion of embodied thinking also references strongly Merleau-Ponty, it doesn’t seem impossible that there’s some truth there. Furthermore, I’ve found their most interesting ideas such as the reuniting of thinking and physical embodiment and how this manifests in a sort of layered understanding of the world echos those of Rudolf Arnheim whose book Visual Thinking I’ll be writing about in my next post.</div>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 0px; width: 1px; height: 1px; overflow-x: hidden; overflow-y: hidden;">Overall I’m a little surprised that in all the reading I’ve done from those in interactive or interaction fields that continually state that more investigation needs to be done in areas of metaphor that this book hasn’t come up.</div>
<p><img class="alignleft size-medium wp-image-419" title="metaphors we live by" src="http://thesis.ianbellomy.com/wp-content/uploads/2010/03/metaphors-we-live-by-189x300.jpg" alt="metaphors we live by" width="189" height="300" />In 1980 George Lakoff and Gregg Johnson published <a href="http://www.amazon.com/Metaphors-We-Live-George-Lakoff/dp/0226468011/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1267906465&amp;sr=1-1">Metaphors We Live By</a>. The book made the case that most of our thinking is largely metaphorical in nature; that we directly apply our understanding of the less abstract to the more abstract. Their description of metaphoric language as reflective of a thinking mind irrevocably situated in a physical context helped ignite an explosion of research in numerous fields including linguistics, psychology, philosophy, law, art, and politics. While there&#8217;s been much written since then, this work has been repeated referenced in other current texts that I highly value.</p>
<p>The edition I read contained an afterword written in 2003 that provided a great summation of the work, empirical support somewhat lacking in the original and some revisions and their thinking. If pressed for time I would recommend reading these 30 or so pages to the exclusion of the rest of the text.</p>
<p>Most importantly Metaphors We Live By validates my solution of using manipulation as a starting point for the design of interactivity and provides logical arguments against feedback that I  previously could only disagree with on intuitive grounds. In my review (which I have yet to talk about, but which I hope to do at some point in the next few weeks), a midst concerns about the scope of my research, I was questioned on the type of manipulation I was going to address “Manipulation is very broad; there’s all kinds of manipulation, semiotic, physical, interpersonal&#8230;” (paraphrased). In concern over the “unfocused” quality of my proposal itself and during an attempt to guide me to “just do a nice project” it was stated that if I was going to find some fundamental principles “&#8230; I would have found them by now”. On the first concern, I simply acknowledge the potential pitfalls and stated that I’d be focusing on the most basic form of manipulation, the equivalence between an intentional quantifiable value and that of a screen based entity (such as a box’s rotation to the position of a pointing device). On the second statement I simply bit my tongue. Having read Lakoff &amp; Johnson I would now answer differently; There is not “many kinds of” manipulation. There is only one kind of manipulation which is conceptually mapped to many different experiential phenomena so as to highlight common qualities. These commonalities stem from our physical/spatial understanding of manipulation as a “base metaphor” concerning the movement of an object in space on behalf of an intent. My investigation of manipulation qua manipulation is still modest enough for the project, but more applicable to more complex systems than previously stated. Secondly, our understanding of what we experience and the metaphoric ontologies we use to understand abstract phenomena — such as complex interactivity —don’t get any more fundamental than those based on our body and the physical space it inhabits.</p>
<p>While Lakoff’s research is undoubtedly important, he&#8217;s been criticized as delivering his ideas more rhetorically than not and being remise in acknowledging others who have tread on similar, if not the same ground. Metaphors We Live By makes lengthy arguments against forms of objectivism and subjectivism that I’m not certain are necessarily reflective of philosophical thought at the time, and left me want of understanding the context within which the book was released into. The ideas of embodied thinking that seem to stem from their research into metaphor are highly reflective of thinking phenomenological thinking which was hardly underground at the time. At one point they do make reference to this area, but only as it exists, in their words, as “café phenomenology”. Their discussion limited to bullet points and bereft of topical consideration. One critical reviewer on Amazon.com points to Maurice Merleau-Ponty as providing much more nascent thinking on the issues that Lakoff and Johnson have waded into, going so far as to claim Lakoff and John’s most important ideas are ripped of from him. As Paul Dourish’s discussion of embodied thinking also references strongly Merleau-Ponty, it doesn’t seem impossible that there’s some truth there. Furthermore, I’ve found their most interesting ideas such as the reuniting of thinking and physical embodiment and how this manifests in a sort of layered understanding of the world echos those of Rudolf Arnheim whose book Visual Thinking I’ll be writing about in my next post.</p>
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		<item>
		<title>Eat Your Peas</title>
		<link>http://thesis.ianbellomy.com/?p=408</link>
		<comments>http://thesis.ianbellomy.com/?p=408#comments</comments>
		<pubDate>Sat, 06 Mar 2010 18:17:16 +0000</pubDate>
		<dc:creator>Ian</dc:creator>
				<category><![CDATA[Reading]]></category>
		<category><![CDATA[Gail Greet Hannah]]></category>
		<category><![CDATA[Rowena Reed Kostello]]></category>

		<guid isPermaLink="false">http://thesis.ianbellomy.com/?p=408</guid>
		<description><![CDATA[Elements of Design by Gail Greet Hannah touches on the life and work of Rowena Reed Kostello, a gifted design educator who practically wrote the book on Industrial Design in the states (or at least attempted to). from Elements began as her attempt to articulate the discipline and reoccurring design problems inherit in the design ]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-medium wp-image-409" title="Elements of Design" src="http://thesis.ianbellomy.com/wp-content/uploads/2010/03/Elements-of-Design-247x300.jpg" alt="Elements of Design" width="247" height="300" /><a href="http://www.amazon.com/Elements-Design-Kostellow-Structure-Relationships/dp/1568983298"><em>Elements of Design</em></a> by Gail Greet Hannah touches on the life and work of Rowena Reed Kostello, a gifted design educator who practically wrote the book on Industrial Design in the states (or at least attempted to). from Elements began as her attempt to articulate the discipline and reoccurring design problems inherit in the design of abstract three dimensional forms. The book includes both visual examples and explicit problem statements she commonly presented her students with such as the task of creating a beautiful (visual compelling) arranging of three intersecting rectilinear forms. Like many foundation design projects you&#8217;ll find in design schools anywhere they might seem a little inane to the uninitiated. The value here though is in the doing. By restricting designers to fundamental formal qualities these and similar projects allow designers to build up a foundation of experiences applicable to almost any future design problem. The result is designers with intuitive problem solving capabilities who can spend time on the specifics of the problem at hand.</p>
<blockquote><p>Not enough time and attention are given to the designer&#8217;s first responsibility: to find and develop the visual solutions for living in our environment&#8230; Our goal is the training of a designer so familiar with the principles of abstraction that he automatically thinks of a visual problem in terms of organized relationships the feels free to study other aspects of the problem or to confer with specialists i related fields.</p></blockquote>
<p style="text-align: right;">-Rowena Reed Kostello</p>
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