Thesis Prospectus Introduction

Interactivity is most commonly described in terms of a conversation.1 While useful in separating the study of complex interactivity from that of traditional static forms, this description is of little use to those designers who wish to get a hand on the design of such interactivity. Some reasons for this can be found in where this metaphor breaks down. More important though is explicitly state that conversation-likness is not as a variable to be manipulated by designers, but a goal to be achieved through the design of the artifact’s more discreet and interconnected attributes. This conversational quality of some interactions is what Löwgren and Solterman would describe as an artifact’s “dynamic gestalt”.2 Whereas designers of traditional visual media have qualities like color, form, and space a designer of screen based interaction is left working with a “material without qualities”3 and has little to bridge the gap between the gestalts offered by traditional design variables and the goal of ‘conversational’ interactivity.

My thesis will argue that interactivity, of the quality described by the conversational metaphor, can be otherwise described as an emergent quality of a set of layered, transformed, intersecting, sequenced, or otherwise combined groups of manipulations.4 While manipulation (or interaction) can be described as taking place in various contexts (from physical to cultural)5 this is not indicative of different or unrelated kinds of manipulation but an example of the metaphoric use of one experiential concept — physical manipulation — to describe increasingly complex phenomena.6 From this experiential bases of manipulation, all manipulations can be said to have the following qualities: the accuracy of the result compared to the intention, the time required by the situational transformation, and the intervening states between the initial and the final result. These qualities aloner are not sufficent however. Designers of screen interaction are presented with an additional and particularly difficult situation; Before anything on the screen can be manipulated, it must first be described (and eventually programmed). Unlike physical manipulations, the causal relationships required for a screen based manipulation can be completely arbitrary and subject to manipulations themselves. In addition to exploring the qualities of specific manipulations and how they may be explicitly designed to produce a variety of dynamic gestalts, my thesis must address how the focus of a designed manipulation can transform over time, specifically through extension (switching between acting-on to acting-through)7 and/or reframing (the re-categorization of a situation). Together though, I believe these two sets of fundamental abstract variables can allow for the description and the deliberate crafting of an interactive aesthetic.


1 McCullough, Malcom, Digital Ground
2 Lowgren and Stolterman, Thoughtful Interaction Design
3 ibid
4 For my purposes, I define a manipulation as thus: An event where the value of an entity’s property is brought into alignment with an actor’s desired value.
5 Salen and Zimmerman, Rules of Play
6 Lakoff and Johnson, Metaphors We Live By
7 Dourish, Paul, Where the Action Is

Digital Ground

DigitalGroundMalcom McCullough might be one of the wisest voices I’ve come across in my research. His exploration of the intersection of ubiquitous computing and architecture in Digital Ground is not only rigorous in its details but thorough in its scope. He not only does the topic justice but by the end he synthesizes philosophical issues, computation, and his own personal domain knowledge of architecture into the most cognisant argument for sustainability I’ve heard to date. In general he shows how pervasive computing is not just “new” but how it throws into relief very old ideas that formed our current economic culture. In discussing contextual or situated computing, he doesn’t simply provide techno-fetishistic conjecture, he dives deep into what place is, the topology of places we know and will continue to know, the qualities of a place as an assemblage of value, and how value itself is determined. While only pieces of Digital Ground bare particular relevance to my specific thesis topic, the writings by Dourish, Lakoff, and Johnson that he references are proving instrumental to my research. Reading this book is time-well-spent.

Presentation Slides

manipulus_5 “Slides” from my most recent presentation can be found here. I embedded videos of some of my work in it so this version is in a quicktime movie format (make sure to right click and save as). The movie is set to pause on slides, so simply press play again to advance.

Hinges (Complete and on Kongregate)

hinges-150x150_02I’ve finished polishing my game Hinges and have released it on Kongregate! Enjoy!

This post was not written by a thinking being.


Is being written
not a thought transcribed (nor transcribing)
but a thinking be-ing?

Now attending Interaction 10 : UPDATED

Why do homework when I can go to THE interaction design conference? Thoughts and info later this week.

UPDATE: Write-ups over at johnnyholland.org

Interaction Design As Presented in “Where The Action Is”

0262041960-f30For class wednesday (Theory of Interaction Design), we were tasked with dissecting an existing definition of interaction design. As I had just finished “Where the Action Is”, I used the assignment as an opportunity to start writing about it (and digesting Dourish’s ideas).

Read more

SonicSpree Music Quiz on Microsoft Surface

IMG_0662Last night, Niklas Wolker from Ergonomidesign (visiting Savannah for Interact 10) gave a presentation on their Microsoft Surface game, SonicSpree.

I got to play with it.

Read my thoughts over on my for-fun-blog.

New Presentation Slides

manipulusPresentation Slides from my most recent run through are up.

Study-a-Day : Update

Starting today, I’ll be doing an interactive study a day. (Click for full screen). They will be the visual and interactive expression of various thoughts and ideas I have while I digest reading material. In addition there will be a brief snip about mental hiccup(s) they come from.

NOTE: There is a bug in Google Chrome on Mac that prevents the hiding the cursor! I HIGHLY recommend viewing it in another browser.

As computation is formless, I always figured I might have to pick some form arbitrarily to work with. I typically use a “black square” in my presentation examples, but in doing actual work I’ve dealt with the cursor. For one, It’s a little more interesting. Secondly, it’s as fundamental as a symbolic form as you’ll find in screen interaction. Lastly, it’s something everyone is intimately familiar with; we have a lot of pre-defined ideas about what it represents and how it behaves; Deconstructing it should be fun and hopefully insightful. I’ve also worked with it before.

I’ve made no decision to limit my explorations to the cursor as of yet though.

Today’s study looks at very simple mapping. I’m convinced that fascinating interaction can result from combinations of simple manipulation. Changing the mapping on a cursor’s position — but keeping it linear in general — is pretty stale however, especially if you just want to look at one study at a time.

One thing I hate about showing interactive or motion based work compared to static material is the inability to evaluate projects side by side. So if individual pieces are all going to be boring, let’s look at them all at once.

Of course this produces emergent qualities, but then again… that was kind of the original point…

I found it interesting in this study how the cursors form and reform little collections that seem to each become individual entities with new qualities.

UPDATE: I’m putting a moratorium on daily updates. Blame Dourish.