interaction design

By Scott Rettberg, 21 August, 2014
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ISBN
9780262016148
Pages
xii, 483
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Approved by librarian
Abstract (in English)

Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.

Murray explains that innovative interaction designers should think of all objects made with bits--whether games or Web pages, robots or the latest killer apps--as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity.

Each chapter includes a set of Design Explorations--creative exercises for students and thought experiments for practitioners--that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.

(Source: MIT Press catalog copy)

Description (in English)

Bodybuilding is an interactive installation which ironically stages the relation between the body, technology, and language. The user is active in a bodybuilding machine. Moving the weights, he or she affects the text movement on the screen in front of him or her. The text consists of erotic fragments stored in a database and selected randomly according to the user’s action. Here, the body, being a consuming and styling object of the Techno-culture, serves—paradoxically in full action—for the imaginative access to the verbally mediated erotic world, where the body simultaneously is a central theme. However, during the reading process, the user’s hands have to remain above the blankets—i.e., on the machine. Beyond, the textual dialog simultaneously functions as a commentary on the user’s situation in the machine.

Source: p0es1s exhibition catalog record, 2004

Description (in original language)

Wenn der Benutzer die Arme gegen die Gewichte nach vorne bewegt, werden auf dem Monitor Texte eingeblendet. Die Texte sind Dialoge und Dialogfragmente, die aus pornographischen Zusammenhängen stammen, diesen aber nicht eindeutig zuzuordnen sind. Die Arbeit wurde u.a. in Hamburg, Marseille und Osaka gezeigt. Source: Author's project page

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Description (in original language)

Variation der Installation „Tafel“ von 1999. Die Handhabung des Interfaces geschieht auch hier über horizontales und vertikales Verschieben des Monitors, die dargestellten Bilder sind aber frei wählbar. Die Abbildungen zeigen die Arbeit während einer Veranstaltung bei Filesharing, Berlin und als permanente Installation in den Geschäftsräumen der Agentur Raumschiff, Hamburg.

Description in original language
Other edition
By Eric Dean Rasmussen, 17 February, 2012
Publication Type
Language
Year
University
ISBN
978-91-7104-419-8
Pages
223
Record Status
Abstract (in English)

Digital Rhetoric and Poetics: Signify Strategies in Electronic Literature explores computational and media-based signifying strategies in electronic literature from the point of view of reading, writing, programming and design, with a focus on the rhetoric and poetics of heavily mediated, multi-modal digital artifacts. With the introduction of images, animations, audio, and the procedural into the area of literary practice it is perhaps no longer sufficient to consider electronic literature within the domain of traditional concepts of rhetoric or poetics. Signification in media-rich electronic literary work occurs across semantic and semiological systems, and technological paradigms. As such, it is important that both practitioner and scholar understand how these attributes of digital media operate poetically and rhetorically, how they facilitate and sometimes undermine meaning-making in electronic literature. Throughout the text many of the complex issues around electronic literature are exposed, and through this reading strategies and potential avenues for new or alternative critical methods are offered. In its breadth of considerations, this dissertation provides a substantial overview of my research interests and involvement in the field of electronic literature for many years. In addition, the dissertation provides something of a chronology of the field from 2000 to 2011, tracing the evolution and emergence of different manifestations of digital rhetoric and poetics. 

(Source: Web Supplement to Digital Rhetoric and Poetics)

Description (in English)

Artist-Statement: 

In this piece, I use my childhood doll as an interface for engaging with text projected on a screen. The text is inspired by the types of behaviors a child attributes to her doll or imaginary friend, such as "It wasn't me! Lala was the one who broke the vase." The doll has a sensor inside of her that can detect position, which I use to control the speed of text filling up the screen.

Technical notes

I used open-source code from Jared Tarbell's site <http://levitated.net/&gt; as the basis for the text display. After I figured out how to read values from an accelerometer into Flash (thanks Dustin Dupree!), I found a way to control the speed of the text based on the position of the sensor. Simple up-down motion wasn't so exciting, and I hit upon the idea of shaking the doll to "shake" the words out onto the screen - so I needed to capture the rate of change of the sensor's position (thanks Daniel Howe!). mouse-triggered demo page: http://www.technekai.com/lala/lalamouse.html

Contributors note

Jared Tarbell: open-source code

By Patricia Tomaszek, 14 September, 2010
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Year
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Pages
229-245
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Abstract (in English)

The academic and literature critical discussion on new media poetry or about digital texts swings to and fro, in method and conception between two poles: one is the 'work immanent' approach of structure description and classification, and the other the deduction of abstract media esthetics. At a tangent to this the communication on media, culture and media art has been more or less committed to the priority of technological reasoning since the nineties at the latest. The concern with technology remains a dilemma: Technology has to be taken into account when dealing with concrete structure analyses of works of digital poetry, but some traps lie in wait. Is the knowledge accounted for here really sufficient? I would say that few of those taking part in the discussion who do not actually work in the specific area artistically are capable of programming digital texts (the same may be said of some artists). Another problem is something I have casually termed a new techno-ontology: a ‘cold fascination’ for technological being (also of texts), which flares up briefly with each innovation pressing for the market in the respective field. This includes the far-reaching absence of any ideology criticism of things technical -- mainly in the nineties, where the area of media art as well as digital poetry expanded. In fact the opposite was the case: A 'new' avant-garde consciousness, igniting with current technical achievements and with the connected artistic experiments, is undeniable in the digital poetry discussion: along with the new media, newness according to modern progress and as a value of economic exchange returns with a vengeance. If, however, you take ‘technical’ to mean more than the purely instrumental - the tools of hard and software independent of their cognitive, physical or communicative use - if it is interpreted dynamically as a process and symbolically according to the ancient world’s notion of ‘techne’ (techne as creative workings or as art) then it is clear that the explanation of literature, digital literature indeed, cannot be reduced to technology. In addition questions of perception, communication, social and cultural orders arise. In this case literature must be a multi-dimensional system to which belong, in addition to the works, technical procedures and the corresponding media as well as protagonists with respective cognitive areas, action roles, groupings, institutions, communications and symbolic orders, e.g. such as genre knowledge or programs of poetics. Each dimension is subject to certain coordinated dynamics and historical development.

Creative Works referenced