Found “Where the Action Is”

0262041960-f30This past weekend I finished Where the Action Is by Paul Dourish. It’s the book I didn’t know I needed to read years ago. Back then I spent a bit of time in meetings drawing grids of small circles and thinking “What IS a button?”. In Action Dourish tours through sociology, psychology, phillosophy, and HCI (among other areas) to support at a set of interaction principles that echo my own intuitive thoughts, but fully resolved. For example, his use of phenomenology to describe how we can move from action on an object to action through an object puts the table under my undergrad ideas of  ”token chains” and “token switching” that I built from Costikyan’s token idea. Dourish offers arguments that could nullify nagging questions I’ve about interfaces and representation; for example, if the interface is roughly defined as the system with which we interact to effect change in a removed system, and we can move between interacting with a something and interacting through it simply by change our mental frame, then isn’t the interfaceness of something supremely subjective? If it is, does that mean we should design to facilitate the exposure of  a system rather than hiding it? Dourish not only argues that there is no distinction between representation and implementation, but explains why the distinction exists in the first place (age old phillisophical splitting of mind and body). It’s all still sinking in (I’m just now writing this after finishing the book over two days go) so I may not be doing a good job of articulating.

His idea of “embodied interaction” and its implications cover two thirds of my thesis. I’m now trying to figure out how to best incorporate and/or build on his work; I’m trying to understand what changes this will have on my research plans (am I going to have to dive into ontology and phenomenology???). There’s too many thoughts to deal with at once and I’ll likely come back to this book repeatedly, so I’ll simply end this post here.

Catchup

If there’s any variable property of manipulation, it’s probably latency. In this study a collection of cursors with staggered latency produces an almost insect-like dancing gestalt. (Click to toggle fullscreen).

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

Token Chain

Greg Costikyan, in attempting to define the basic elements of a game, describes the ‘token’ as an element in a game system the player has direct control over.

Agency in interactive systems is hardly restricted to one place however. (Press any key to toggle fullscreen).

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

Cursor Cursor

In today’s study: Interface to content. (Press any key to toggle full screen).

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

Of Modes and Metaphors

humaneInterfaceIn The Human Interface, Jef Raskin hammers on one particular message; Modes result in mode errors, and must be eliminated wherever possible. Along with this he argues that any gesture must retain the same meaning (or effect) in as many places as possible, but preferably, in all places. This anti-modality view is built on the rather inarguable premise that any digital artifact must first be built with the cognitive limitations of people in mind. From this, as we have only one “locus of attention”, requiring a user to change their locus from the content to the context is both inefficient and prone to cause errors, particularly when the context is deep in the periphery of our attention.

Computer interfaces are still far from “humane” in many cases, so a focus on cognitive ergonomics or cognetics even today is hardly problematic. However, some things strike me as particularly… peculiar.

A multiplicity of layered, changing or even conflicting meanings in human gestures is the rule of our daily lives. It’s at the heart of a ‘passive agressive’ act for example. Us humans have a fantastic ability to move between models of structuring the world. We are also fantastic at misunderstanding the contexts within which actions are meant to be taken within. Computers are no different. It seems their biggest problem is an exaggerated inability to understand the context within which our actions are meant to take place.

The simple solution, of course, is to remove the potential for different contexts. A communicative flat land. This is Raskin’s ideal. No applications, no files, no modes. One context, no ambiguity.

While the elimination of preventable errors is nobel. I’m not convinced that a paradigm for designing interfaces that results in the removal of metaphors is either desirable or even the most efficient . Let alone forcing users into a land of a single context smacks of a bend-the-user-to-the-computer practice that Raskin is himself trying to eliminate in his book.

Perhaps some manipulations are universal, or close to it; Cut and Paste, Copy, Undo and Redo. These actions, or at least the pervasiveness of their use, is due to the reconfigurable qualities of computation as much as the structure of human thought. Outside of them there’s plenty of actions that might have very beneficial contextual interpretations. I don’t want auto indentation when typing a letter, but I do want it when writing code. A parenthesis is an individual character, but if I type it while a line of text is selected, I’d rather it bracket the content than replace it with “(“. We might want windows to be in the same place when waking a computer from sleep, but I doubt everyone wants their browser, on launching, to display the last web page they were on when sitting in a coffee shop.

The discrepancy between a computer’s understanding of context and our own is evident even in the removal of modes. This is highly evident in the social faux-pas on Facebook when new users unintentionally publish, publicly, information meant to be private. Raskin might argue that this stems from the modality created by applications, perhaps applications such as an email client. No matter how ideally ignorant a user should be of the computer’s mode, ignorance on the system’s part of the context of the user will always cause problems.

The issue seems not in designing for a universal context (though this can also help in avoiding bad design choices), but in understanding how people float between contexts and how this can be facilitated by a computer, not ignored.

The idea of computers responding to emotions is briefly mentioned. Raskin quickly sets it aside as a nice thought, as the ability for computers to successfully do this, or for designers to account for it at the time of writing is nill. Fair enough. However, he never addresses the emotions that users have — regardless of whether the computer reads them or not. Raskin talks of designing humane interfaces, polite and respectable interfaces, but his guidelines account for people as if they were machinery.

Thoughts on “Thoughtful Interaction Design”

thoughtfulInteractionDesignThoughtful Interaction Design, by Jonas Lögren and Erik Stolterman provides a view of not just interaction design, but design in general, from a particularly high vantage point. In doing so I’ve found in them an articulated validation for my direction (that a designer’s goal is formost to “be prepared”.) and a call for the research I’m interested in pursuing. ”

In addressing what it means to be an interaction designer Lögren and Sholterman readdress what it is to be a designer, and that being a good designer is necessarily to be a thoughtful designer. Kolko, in discussing the myriad of descriptions of processes within design studios says it ”… implies that what they do is actually, quiet messy and difficult to define at all.” Thoughtful Interaction design deals with this ambuguity directly, concluding that designers — or a thoughtful designers — are responsible for designing themselves, their methodolgy, and their approach to learning among other things. At first blush a bit of a cop-out, but their view is more enlightening once they begin discussing the qualitites of methodology.

It might be better to summarize thus: A designer is responsible for understanding methodologies in order to apply and change them as needed — opposed to being slaves to them.  Methodologies contain historical and ontological contingencies (“Methods are bearers of history and collectors of competence.”) that should be understood by the designer that uses them so that they may truly use them; Application of a design process or method does not constitute thoughtful design, and as such does not constitute good design (as verb). Specifically they say that “The result of the design process can never be better than the individual designer, irrespective of the method used.”

To summarize the importance of this for me; In most of the exposure I’ve had to writings on interaction (screen based or no) emphasis rests on, when already in a situation that requires design, how to do better design. In contrast, I’ve had trouble finding answers to the question of how one becomes a better designer. In terms from this the book; How does one become a prepared designer?

They also articulate why this is difficult. Information technology, and by extension interaction, is a ”material without qualities”. Such artifacts have a “dynamic gestalt” that can only be perceived through use. Dynamic artifact often exhibit a character unreflective of the sum of their parts. Complicating matters, there lacks a strong critical language for evaluating these emergent qualities.

Developing ways of describing, examining, criticizing and categorizing the overall character of such products should be a fundamental priority for our field and for anyone who wants to become a thoughtful designer.

The result — and this is my elaboration — is that inexperienced designers of interaction are left in the dark when when evaluating the potential effects of their design decisions, or even understanding what their decisions might consist of.

My goal (which has been poorly stated on this blog till now unfortunately) is to ameliorate this by investigating the relationship between manipulation and metaphor, then create exercises by which myself and other student designers can prepare for future design challenges in ways that allow us to utilize intuition in creating original, innovative, solutions. My interest in dealing with fundamental principles always struck me as signaling a lack of understanding though. Imagine my happiness when reading this last excerpt.

There are other ways to characterize the dynamic gestalt of a digital artifact. A great deal of attention has, for instance, been paid to the idea of using metaphors as a means to describe digital artifacts, especially to describe their use qualities. On the other hand, we still find this to be an area that has not received enough attention.

“This may indicate the propensity to try to define what designers do—which implies that what they do is actually, quiet messy and difficult to defne at all.”

Thoughts on “Thoughts on Interaction Design”

thoughtsOnInteractionDesignJon Kolko offers a variety of insights and interviews on interaction design that far surpass those in my previous read, Designing for Interaction. Kolko manages to describe IxD process as both nebulous and useful. He provides engaging writing by he and other designers that colors business complexities and offers arguments for change wrapped in often lively writing.

In case your bitter black turtle necked heart forgot for a moment, remember —as you dig in your tight jeans’ pocket for enough changet to get your double-mocha-skinny-latte fix: we are designers. We are agents for change.

There are a number of useful footnotes and references that offer background to the views he presents. Overall I found Thoughts to present a lucid look at the use and rough edges of interaction design as a transfigured design discipline shaped from (what should always have been) a concern for people, and the increasing need in business for non-linear problem solving.

Looking deeper, I found some of his views — particularly concerning poetic interactions and design-as-langage — run unknowingly parallel to topics in game studies. Kolko’s take on the rhetoric of design is precious but feels idealic rather than descriptive. The  rhetoric of designed interactions (better described using the tearm procedure ala Ian Bogost), is treated far better by Bogost in Persuasive Games. Of course Bogost did have the luxory of an entire book.

The idea of “design is language” strikes me as practically sideswiping, blindly, Greg Costikyan’s description of the endogenous value systems found in games (see “I Have No Words and I Must Design“). Notably different from Kolko is Costikyan’s emphasis on the independence that game values have from their outside context. Kolko’s view is far more concerned with how the ‘designed language’ interacts, or makes use of, existing frames of reference. While I think Kolko uses language in a weak sense, that designing interaction requires the design of some structured set of actions-with-meaning would be hard to dispute. The implications of this idea are slighted in favor of Kolko’s interest in clearly situating emotional content as a valuable aspect of a designed interaction.

The interaction designer shapes culture directly though the creation of new visual form language. This semantic view of design—that objects are embedded with more than just functional signifigance—rejects the platitude of From Follows Function and instead recognizes the need for emotional and social connections in the human-made world…

While valid and important. I think the premis itself is more interesting than what it supports. From what I understand, language (strongly defined) has a particular set of qualities that differentiate it from the general category of communication. Notably, being composed of discreet recombinatorial parts and a natural inception. I doubt that any and all design, even design of reconfigurable systems, count as the design of language. What I think is interesting about language (among other things) is how a very abstract formal system with very superficial and arbitrary meaning in its parts can be used to create statements of very profound meaning. If designing interaction is the designing of language, it’s not so much the design of meaning so much as the design of systems that support the creation of meaning. He continues:

It is interesting to consider the implications of a design that allows regular people—people who don’t claim to be artists and may rarely get a chance to create much of anything at all—to be creative…

Exciting indeed. I believe this very idea motivates designers of toys and games. The idea of meaningful gameplay formed out of a base set of prescribed possibilities afforded by a system is typically discussed under the auspice of the term ‘emergent gameplay’ in such books as The Art of Game Design. Emergence is generally regarded as a positive quality as it supports the creation of sophisticated, meaning-rich, actions (or interactions).

If interaction design, or even design, “is language”, it seems there’s more to be said than that it supports poetic expression.

I Do Voodoo

VoodooPadIcnI’ve been using Voodoo Pad for a little while now. Its premise is simple, its functionality restrained; a note pad with ‘wiki’ capabilities. Imagine a journal with an index page. A journal where you can create links to other entries on the fly. Among other things it supports publishing for web ad iphone (which I may do at some point…). A free but limited demo can be found here (restricted to 15 pages).

The Thought In Form

Interaction Design’s Early Formal Education & Beyond”, a recent article by David Malouf, touches on an issue almost central to my thesis; the education of designers, specifically designers of interaction. While I focus on the issues screen designers face when studying interactivity, he address views about interaction design that hold “…the belief in the separation between form and interaction.” and that “This myth can no longer be maintained – definitely not in education.”

I couldn’t agree more. Though, I’ve never felt the need to make such a statement. I’m exceptionally interested in interaction, but early on I decided to restrict my studies to those with screens; an area with its own idiosyncrasies (like any design discipline), and an area I was familiar with. I always figured that any attempt to find and articulate fundamental interaction principles outside of the screen (with physical forms) would at minimum require a breadth of knowledge far removed and beyond from my expertise. I also felt that any ‘universal’ ideas of interaction without  some kind of embodiment in context would be relatively useless for students who require small specific problems in order to refine understanding, sensitivity, craft, and their ability for critical analysis.

Coincidentally, in the Arnheim I’ve been reading he argues at length about artificial separations between perception and thinking. In his work he explains the importance of the cognitive functions implicit in absorbing the world around us and how strong the ties are between perception and ‘higher level’ thinking; thinking which has traditionally been viewed as being separate from the forms that surround us, when in actuality it’s largely built out of it. Even while it’s valuable to abstract phenomena from context, it’s folly to disregard the existing or potential effects specific contexts have on those phenomena.

<blockquote>It is the relentless attachment to the world of the senses from which great ideas take flight.</blockquote>
<p style=”text-align: right;”>-Rudolf Arnheim</p>

It is the relentless attachment to the world of the senses from which great ideas take flight.

-Rudolf Arnheim

Research for Design (for Interaction)

safferFinished reading Dan Saffer’s Designing For Interaction (second edition). Saffer offers a well rounded introduction into the history, problem space, and practices of the field of interaction design today. Saffer covers any general questions an individual interested in IxD might have, and while light for my needs, he does (in this edition) offer a number of chapter specific recommendations for further reading.

When I originally added Saffer to my reading list I suppose I was hoping for, among other things, an IxD definition of  ”interaction”; a view of what it was they were ‘designing’, and perhaps trace amounts of a critical language for analysis of existing (and in progress) artifacts. This was not the place to look. Saffer provides explanations of common phenomena such as Hick’s and Fitt’s law and a brief section on interfaces. Most of the material is focused on process and issues of problem definition. Products (like the ipod) are presented primarily in the context of the process of their creation. Critical analysis of artifacts is slim. While  impressing (rightly) that success can be highly dependent on the proper definition of the design problem(s) at hand , Designing For Interaction becomes effervescent when it concerns actual designing.

As a broad summation of interaction design it offers bits of pieces for everyone, but seems aimed at no one. There are breadcrumbs of potentially useful information for practitioners, and overviews of topics that are likely no interest to students.

What I found most interesting is the discussion it led me to. Early in the book while covering various design methodologies Saffer touches on the ‘Genius’ approach to design. Contrary to (various forms of) User Centric Design which place a strong emphasis on research and pre-production work, ‘Genius’ is described as a process that relies on the exceptional experience and skill of an an individual or small group of designers above the preliminary qualitative research that UCD seems to hold sacred. There’s then a brief interview with James Leftwich where James proposes the term ‘Rapid Expert Design’ as an alternative to avoid various connotations of the latter. In both the book and online he attempts to describe the differences between RED  and UCD related  practices. Unfortunately both distill to common design practices in more established design fields; building experience through apprenticship and projects of increasing scale then increasingly relying on said experience to make and explore design decisions intuitively and quickly. To Saffer’s credit, his shorter distillation of the ‘Genius’ approach is probably as descriptive, brief, and fair as can be.

Luckily the conversation is advanced by the likes of Jonas Löwgren who manages to hit not only the thread’s nail on the head, but put words to what’s been bothering me about interactive design for years (and perhaps lacking in Designing for Interaction).

As I read Jim’s discussion of RED, the key is the abilities [opposed to methodologies] that the RED designer holds.

Which leads on to the other aspect of the thread: the nature of design ability.

A general problem in developing design ability is the relative inefficiency of the learning process. Apprenticing and peripheral participation is the most common strategy and it generally takes a long time to reach expert levels of experience and performance.

Does the RED approach contain any provisions for increasing the pace of learning? Do you work systematically with product reviews and criticism in your teams? Do you have procedures for debriefing and knowledge sharing after project milestones and completions? How are you working with conceptual tools for articulation of practical knowing, such as patterns or experiential qualities?

I was thinking also of language constructs for talking about what constitutes good interaction. The way I see it, this is one of the main elements of interaction design expertise (the “experience” we talked about earlier in this thread) and my personal approach is to try and articulate so-called experiential qualities to try and create a language in which experienced designers can express and communicate parts of their judgment skills.

[emph. mine]

As passionate as Leftwich is about RED, and as measured as he is in expressing his points. He unfortunately lacks the critical language to articulate his (and others) experience. There’s nothing wrong with mentoring, but there’s nothing good about each generation learning everything through trial and error. Knowledge needs to be codified so it can be, at minimum, passed down. While structured methodologies like UCD that focus on preliminary research are valuable, they contain little design knowledge in of themselves.

Coincidently, Löwgren is on our reading list for this quarter. I’m rather looking forward to more…