Magic Crayons and Artificial Media

I’ve been rather enamored by Chaim Gingold’s thesis “Miniature Gardens & Magic Crayons: Games, Spaces & Words“. For starters, reading about the “magic of miniature worlds” instantly made me think of the wonderful modern-fairytale-in-a-snow-globe work of one Thomas Doyal.

Among other things, Gingold talks about several modes of authorship and participation in the video games. He goes on to explain how each group creates miniature worlds of decreasing numbers of potentials, but of potentials of higher value. Particularly in the programmer author spectrum, each is creating what Gingold terms a “magic crayon” which other participants can use to construct more restricted but more valuable crayons; programmers using a language like C can create an exceptional amount of potential constructs, very few of which have any value at all. An “author” (a level designer for example) using a set of tools created by a programmer has limitations on what they can create, but these creations can be more compelling, particularly for authors further down the chain.

Analogous to this, but reversed, is software that provides immediate access to interesting but limited elements, but also allows access to the structure of those elements, and the structure of those elements and so forth. Gingold uses Hypercard (which I’ve never had the opportunity to use) and Director (which had superseded Hypercard by the time I was introduced to interactive design) as an examples.

So far as games go, Will Wright examples are repeatedly used. From Sim Ant to Sim City, each game built out of a magic crayon for drawing towns or ant colonies. (As a personal example, Battletech, which I write about over at flechs.net, has always been loved for its customization rules wherein the stats of game units can be modified are completely recreated using a more complex sub-structure of the base game.)

Sections of Gringold’s thesis would have been a great source for my paper “Games as Artificial Media” where I explore some of these same themes. In the paper I argue that  game designers make artifacts whose function is to be used in the creation of other, very specific, artifacts. Furthermore I look at how interpretation is or can be analogous to utilizing the “artificial medium” (“magic crayon” in Gingold terms) provided by an artist.

In the end it’s comforting to think that tool creation doesn’t have to be utilitarian and limited to defining existing tasks and building upon pre-formed mental-models; that creating tools can have, as an end goal, the potential to let a user to explore new models and accomplish tasks they might never have otherwise had access to or envisioned.

Metaphor

Years ago, while lost from planet design in the abyss of programming patterns, trying to see the world in terms of models, views, and controllers, trying to find the essence of a button and describe it in some infinitely flexible logic, I realized something – that upon reflection – is rather common sense; The way you manipulate things depends on how you describe them. Dan Saffer’s thesis “The Role of Metaphor in Interaction Design” elucidates how metaphors allow us to re-describe things in order not only to solve problems, but define them too.

UCD vs Genius: A Cursory Look.

Talking about interactive design fundamentals seems a little backwards when there are whole sets of formal practices for dealing with screen based (and other forms) of interaction. Why would investigating something like cursor-mouse relationships matter when there exists a suite of processes that guarantee empathy for the end user? I think there might be an answer in the space between “User Centered” and “Genius” approaches to interaction design.

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Parsing Interaction Design

I’ve been a little fuzzy on the whole interaction/interactive design split. Let’s take a closer look.

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Manipulating Multiple Tokens: Topic 3 Elaboration

My third topic choice was fairly under-represented earlier. I’ll try and elaborate here.

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Validating a Communicative Look At Interaction

bogostOne concern with trying to sort out a fundamentals of interactive design is the potential of tripping into or retreading the cognitive ergonomics arena of HCI and IxD. As such I’m aiming to look for more of an aesthetics of cognition. Something that designers can utilize for communication, not just task based utility. Ian Bogost helps here with his book Persuasive Games , where he argues for what he calls “Procedural Rhetoric”. In it (I’ve just started) he outlines how the behavioral qualities of an interactive systems (specifically games) can be used for expressive and communicative purposes; that such procedural systems (like the McDonalds Game, or Oiligarchy) can provide and argue a point of view (rhetoric). The ideas in this book I assume will also relate to an earlier paper co-authored by the same that looks at the potential for documentary video games. All in all a few check-marks for me in the ‘not crazy’ category.

IxD HCI UX

So it seems that right across the street from our interactive home, IxD
professor David Malouf has been poking for a while at something analogous to my topic of choice.

Hopefully I haven’t been on the wrong side of the street for the past year. IxD, Interaction (opposed to interactive) design has always been a term on the peripherary of my mind, as something grown out of industrial design (as digital design at DAAP original was) and on the other side of the product/communication divide from graphic design (toward which digital design at DAAP ended up), and with an even more tangendential relationship to game design (or game systems design, not to be confused with just ‘systems design‘). Oh, and of course it’s also separate from its scientific cousin HCI.

Undoubtedly these overlaps will need to be clarified a bit.

Oh, and I guess along with IxD’s cognitive ergonomics there could be emotional ergonomics… (Doesn’t graphic design handle both of these areas when it comes to print…?)

And let’s not forget the all encompassing UX.

Anyone else confused?

didyoumean

Potential Topics

I think I always knew what I was going to end up looking at for thsis, but perhaps placed it in the back of my mind simply because I was hesitant to try and tackle the subject. I think I described it best in my statement of intent:

Understanding how behavioral principles of a single user screen-based
interactive piece influence its aesthetics and may be manipulated for
functional or communicative purposes is my main impetus for pursuing
graduate study. A potential goal of my research would be to create studies for
personal investigation of the objective qualities of compelling interaction.

From this is topic #1
Interactive Aesthetics: Foundational interactive design

The end goal being a collection of tightly structured, regimented exersises where student interactive designers (we’re all students right) can explore fundamental aspects of interaction with screen based media.

Years ago I first got stuck on this idea after investigating the relationship between players and player characters, particularly how we relate to them both behaviorally and empathetically, and that our view of them as either extensions of our self or separate expressive entities is fluid and dynamic. (That reminds me, I need to dig out that paper…) This idea is pretty much an explicit expansion on Costikyan’s idea of tokens in his seminal essay “I Have No Words & I Must Design“.
So topic #2

Player/ Player character relationships

The end project here is a little less clear but could involve creating a screen entity that can fluctuate between a completely dependent entity (cursor) and a completely independent entity (character). It could also involve an in depth analysis of existing player characters and how their independent or dependent characteristics.

Another interesting aspect of this is that it could also apply to interactive design. These relationships are analogous to those relationships between people and their tools. Tools, while have their own characteristics and semiotic qualities, also act as an extension of the tool wielder’s abilities and senses (Something that Marshal McLuhan and Malcom McCullough both deal with).

Finally, my attempts to explore this idea on various occasions here at SCAD have resulted in systems that have players manipulating multiple game tokens simultaneously (See Phalnax in Gizmits). This itself could be an interesting and focused line of inquiry I believe. Finally, idea #3:

Simultaneous Control of Multiple Tokens.

This would most likely manifest in analyzing digital sports games and continued work on Gizmits.

Consolidating Graduate Work

As a first step towards my review and thesis approval I’ve begun consolidating the work I’ve done here at SCAD since fall 2008. It can be accessed here.