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Tools and Techniques to Facilitate and Improve Design

Interaction Criticism:
Three Readings of an
Interaction Design, and
What They Get Us
Jeffrey Bardzell
Indiana University | jbardzel@indiana.edu

Jay Bolter
Georgia Institute of Technology | jay.bolter@lcc.gatech.edu

Jonas Löwgren
Malmö University | jonas.lowgren@mah.se

Criticism is an integral part of socially complex, we will need by the interface design team
[1] Johnson, S. Interface the ongoing knowledge con- both the “expert readings” of of the University of Applied
Culture: How New
Technology Transforms struction that is embraced in erudite critics and everyday Sciences Potsdam, under the
the Way We Create and
the more mature design disci- design “crits” from practitioners supervision of Boris Müller and
Communicate. NY:
Basic Books, 1997. plines—architecture, industrial to provide the knowledge we Till Nagel (see Figure 1).
[2] Bolter, J. and design—and in the arts. Critics need to design. Mæve is built on an interac-
Gromala, D. Windows
and Mirrors: Interaction
interpret, contextualize, inter- We expect interaction criti- tive tabletop display and sev-
Design, Digital relate, abstract, and question cism to emerge as a skilled eral sets of paper cards, which
Art and the Myth
of Transparency. the artifacts of design to clarify practice, closely tied to interac- can be detected when they are
Cambridge, MA.: MIT opportunities for designs to tion design. Our intention here placed on the tabletop. When a
Press, 2003.
improve everyday life and to is to fuel this development by card is placed on the tabletop
[3] Bertelsen, O. and
Pold, S. “Criticism as an explore the ways in which providing an example of what display, an information struc-
Approach to Interface
designs deliver on this promise. interaction criticism could offer ture appears around the card
Aesthetics.” Proc.
NordiCHI, NY: ACM. In doing so, they feed an ongo- members of the interaction displaying media files, key-
2004.
ing dialogue between design design community. words, and related projects. If
[4] Bardzell, J.
“Interaction Criticism
and criticism, through which other cards are already on the
and Aesthetics.” Proc. knowledge grows for the benefit Design Case: mæve tabletop display, the new card
CHI, NY ACM, 2009.
of practitioners, scholars, and Mæve was a presentation of is connected to the existing
[5] mæve; http://portal.
mace-project.eu/maeve/
the general public. student entries to the archi- ones to highlight similarities.
M a r c h + A p r i l 2 0 10

Interaction design, in gen- tectural competition Everyville Additionally, multimedia files


[6] Nagel, T., Pschetz,
L., Stefaner, M., Halkia, eral, does not really accommo- held at the 2008 International selected from the tabletop dis-
M., Müller, B. “Mæve:
An Interactive Tabletop
date criticism and the role of Architectural Exhibition at the play are projected onto a near-
Installation for Exploring the critic, with some exceptions Venice Biennale [5, 6]. Mæve by wall. Up to 10 people can
Background Information
in Exhibitions.” In in new media [1, 2], HCI [3, 4], presented the student entries stand around the table, browse
Proc. 13th Conf. HCI
International, Berlin:
and video-game studies. As in the larger context of the information, and manipulate
Springer, 2009. HCI’s interdisciplinary expan- MACE project, in which existing the cards on the tabletop.
sion continues to incorporate European repositories of archi-
interactions

[7] MACE; “Metadata


for architectural con-
tents in Europe.” http://
design, criticism’s day is com- tectural knowledge are con- Criticism 1: Content Lives
portal.mace-project.eu/ ing. As our work becomes nected and semantically inte- in the Interaction
increasingly culturally and grated [7]. Mæve was developed The idea of using metadata to

32
FEATURE

support faceted browsing of a ventional thesaurus were pre-


database of exhibits and their sented as an animated network
connections is certainly noth- of words and their interrela-
ing new. However, the mæve tions. The user would start by
interface transforms the “con- typing a word to look up syn-
tents” in terms of the user’s onyms. Words would drift into
experience. It is easy to imag- view, and if you clicked on one
ine a traditional browser-based of them, it would become the
presentation of the contents new center and its synonyms
of the mæve database, i.e., the would be introduced. Exploring
student architectural compe- the network of words and con-
tition entries with pictures, cepts was a fluid journey that
links, search boxes, and so on. would sometimes take you
But when you approach the far from the word where you
same information through started. In a famous analysis,
mæve, something happens. Khaslavsky and Shedroff char-
The input cards in their mate- acterized the interaction expe-
rial form are closely coupled to rience of the Visual Thesaurus
the dynamic response of links, as “seductive” and analyzed
images, and text on the table it in terms that also apply to
surface. The user’s hands are a mæve [8].
part of the interaction, as if one In the Visual Thesaurus, lan-
were shaping an organic mate- guage itself started to appear
rial that is responsive and yet dynamic, somewhat volatile,
also somewhat unpredictable. quite unlike the authoritative,
In terms of interaction aesthet- canonical demeanor of a tra-
ics, mæve strikes a delicate ditional paper thesaurus or a
balance between pliability and conventional Web thesaurus.
autonomy that makes for an Again, the interaction experi-
enchanting user experience. ence influenced the perception
This experience is not in of the contents.
some way separated from the This is an observation that
“contents”—database records, would seem obvious to any
image files, and text strings— graphic designer, since those
as it would be in a model- versed in visual communica-
view-controller scheme. From tion have known for a long
the user’s point of view, the time that form and content are
interaction is the contents. inseparable. Interaction design,
The mæve interaction design however, has a different intel-
shapes the appreciation and lectual tradition. There is a
M a r c h + A p r i l 2 0 10

appropriation of the architec- strong tendency to think about


tural competition entries. It information as something to be
offers the user an experience structured and architected in
different from that of a tradi- its pure form, then provided to
tional screen-based interface to the user through an interface
the same information. that makes access as efficient ! Figure 1. Mæve at the Venice Biennale.
A classic example in the and comprehensive as possible.
same vein is the Visual The popular practice of wire-
interactions

Thesaurus that premiered framing—to structure the con-


on the Web in 1999 as a Java tents of an information system
applet; the contents of a con- while deliberately disregarding

33
Tools and Techniques to Facilitate and Improve Design

We expect interaction
criticism to emerge
as a skilled practice, numerical content. Other appli-
cations are designed more to
or perform before an audience
of friends, acquaintances, or
create an experience for their indeed strangers in applica-
closely tied to users than to convey informa- tions such as Facebook, Twitter,
tion. As digital devices are used “World of Warcraft,” and so on.

interaction design. by more and more people for


viewing video, playing games,
These applications are success-
ful precisely because they make
and participating in social it easier for users to reinvent
Our intention here is to media, the distinction between their identities in the act of
content and interface is becom- performance.
fuel this development ing increasingly untenable and
unproductive.
If there is a spectrum with
such single-user applications
as word processors and spread-
by providing an Criticism 2: Interaction sheets on one end and multi-
Design and the Interface user social media on the other,
example of what as Performance then mæve falls somewhere in
For many writers concerned the middle. It is an interface to
with digital media today, the a program for database search;
interaction criticism key quality of the computer is users insert themselves into
its procedurality. In this view, the event loop by specifying
could offer members an application is a program searches and following links.
that runs as a set of looping This (tight) coupling of user

of the interaction procedures. The user interacts


with an application by input-
and system is what traditional
HCI envisions. For this reason,
ting (typing, moving the mouse, the Web version of MACE lends
design community. and so on) into this procedure. itself to procedural analysis.
The user actually becomes The performative perspective,
a part of the procedure, and however, becomes useful in
the best interfaces are ones in analyzing the mæve tabletop
which the user is seamlessly version.
its appearance and fine-grained incorporated into the loop. This To begin with, mæve oper-
interaction behavior—is a use- procedural view is not wrong, ates as a performance space.
ful example here. but it does little to account Mæve was, after all, displayed
Mæve, Visual Thesaurus, and for the meaning and appeal of at the Venice Biennale, a fes-
similar examples call into ques- many popular digital forms, tival in which installation and
[8] Khaslavsky,
J., Shedroff, N.
tion the assumption that there including social media. performance art is featured.
“Understanding the is such a thing as pure informa- An alternative to the proce- The table itself defines a space
Seductive Experience.”
Communications of tion or content. A careful look dural view is what we may call that accommodates mul-
the ACM 42, 5 (1999):
at the user experience suggests the performative view. This tiple performers and onlook-
45–49.
the premise that form and con- approach draws on the rich ers. Furthermore, projection
M a r c h + A p r i l 2 0 10

tent, interface and information tradition of performance stud- screens duplicate the table’s
are inseparable. The combining ies in and for other media [9]. visual fields and vastly expand
of form and content is true of In this case the user is not only the space for a potential
[9] Schechner, R.
every digital application, albeit working in a looped relation- audience.
Performance Studies: in varying ways. Some appli- ship with the program, but is Instead of working alone at
An Introduction. New
York: Routledge, 2002. cations are “content heavy,” also working through the appli- a screen, where the user may
particularly those designed for cation to communicate with be the only one who can see
certain kinds of expert use. an audience. Many popular the results, mæve invites the
interactions

The interface may be minimal, digital forms today are highly user to perform publicly. Here,
and the emphasis is on the performative in this sense: we compare the configuration
expedited delivery of textual or The users project themselves of the table and screen to the

34
FEATURE

apparatus of film and to the among people (performer and of knowledge of the field of
genre of science fiction film, audience), not just between architecture and its attendant
specifically “Minority Report.” user and application. The goal technical vocabulary, theories,
In addition, the use of mæve (as of the analysis of interaction important examples, and his-
shown in the video on the web- as performance is to comple- tory. It also assumes that users
site) suggests other genres or ment the other approaches have a certain literacy with
types of performance. Even if to yield techniques that computer-mediated information
only one user is doing a search, may be useful in interac- seeking (e.g., navigation, selec-
the actions are widely visible. tion design in an era of social tion, and evaluation skills). Its
The user is cast in the role of and tangible digital media. aesthetic styling, akin to inter-
performer, in some ways like a faces in “Minority Report” and
performer of a musical instru- Criticism 3: Constructing other sci-fi films, assumes a
ment, whose search patterns the User of Mæve user who recognizes and under-
will be visible to others in the The word “user” can be under- stands science fiction’s visual
installation. In the video we stood in two very different languages.
see several users at once; their ways. We can think of the user So far, we have considered
efforts seem not to be a col- either as “the kind of person mæve from the points of view
laboration, but more of a collec- that uses this application” or as of its contents, genre, and pre-
tive performance in which the “an actual person who uses this dominant style. A brief foray
cards they throw down form an application.” The second notion into film theory can take us
aesthetically interesting pat- of user involves real people, even further. Film theorists
tern of links. They seem to be who can be studied through such as Baudry have suggested
performing the role of players social science, from surveys that cinema thrusts spectators [10] Baudry,
J.L. “Ideological
of some sort of collectible card and contextual inquiry to cul- into a certain kind of subjec-
Effects of the Basic
game. Their performance is tural probes. tivity [10]. They point out that Cinematographic
Apparatus.” In Narrative,
casual and playful, in compari- But when we design, we the movie theater situates Apparatus, Ideology,
son with the seemingly serious inevitably design with the other viewers in dark rooms, immo- ed. P. Rosen, 286-298.
New York: Columbia
task of searching an architec- notion in mind, a certain kind bilizes them in their chairs, University Press, 1986
[1970].
tural database. of user. This hypothetical user, projects large moving images
Our performance of mæve around whom we build per- before their eyes, establishes
constitutes an act of self- sonas and scenarios, does not an unchangeable and uninter-
expression. Whether we try exist in empirical reality and ruptable pace (i.e., viewers can’t
to generate beautiful patterns must be constructed out of a pause and discuss or challenge
on it or seek to explore simi- combination of available data what they see), and blurs the
larities in the use of materials and a designer’s experience and lines between photographic
across multiple designers says imagination. This hypothetical representation and viewers’
something about us. It also user is, in a way, built into the own perception. In doing so,
establishes a certain relation- resulting design. As a critical the cinema puts viewers in a
ship to the audience. Perhaps strategy, we can explore how dreamlike and even infantile
others nearby are impressed, designers build the hypotheti- state, and it predisposes them
M a r c h + A p r i l 2 0 10

intimidated, or excited by the cal user into their designs and to certain cognitive processes
public performance of mæve. how that hypothetical user is and making them more suscep-
This relationship, in turn, will “made visible” in the design tible to harmful ideologies.
lead to behaviors—avoidance, itself. So, what would it mean to
conversation starting, attempt- Even a passing acquaintance ask how mæve imposes subjec-
ing to take control of the table, with mæve helps us understand tivity on users? Mæve shares
and so on. the way it constructs its users. many characteristics with a
To reiterate, the key to a Obviously, mæve assumes that film at the cinema: It is expe-
interactions

performance studies approach users are interested in archi- rienced only in the short term;
is the acknowledgement that tecture. This assumption, in it is not a mundane interface of
interaction occurs between or turn, presumes a certain level the home or office. Mæve is the

35
Tools and Techniques to Facilitate and Improve Design

! Figure 2. The debugging mode of mæve.

sole object of interest in a large fies the perceptual domination Instead of sublimity on a physi-
public room that is dark and of the movie theater with a cal scale, mæve impresses on
illuminated by screens. Like cognitive one; this advanced the technological scale; even
its cinematic forebear, mæve and futuristic software system its debugging mode is a work of
dominates the room, reduc- turns a private practice into a display art (see Figure 2).
ing its users to silhouettes and public performance.
shadows. Participants are most Though mæve was at least Discussion
visible and present when they officially designed to support What we have done so far is to
are interacting with mæve. the rational investigation of apply three different perspec-
Mæve allows for no learn- contemporary architecture, it tives to a common point of
ing curve; users cannot take seems to diminish rather than departure, and it is clear that
it home and get to know it at empower its subjects, both per- mæve can be understood in
their own pace. New users ceptually and cognitively. Its quite different ways depending
are facing a technology with users are thrust into a situation on who is doing the criticism.
M a r c h + A p r i l 2 0 10

the aesthetic stylings of the that is in a way prior to and Does that mean that everything
future; users are positioned as bigger than they are. Mæve’s is up in the air, that it is all a
if they were in mæve’s past and perceptual and cognitive power matter of taste? What would
needed to catch up. As we have over users brings to mind the looking at a demo and writ-
suggested, to use mæve is to concept of the sublime devel- ing down what you thought of
be onstage: One’s interactions oped in aesthetics, which refers it have to do with the aim of
on the table are projected on to phenomena that are on such nurturing interaction design
an even larger screen placed on a different scale from us that knowledge?
interactions

a wall; they become visible to they both terrify and thrill us— The point is that our perspec-
strangers from an even greater common examples are light- tives are relevant for pushing
distance. Mæve thus ampli- ning and vast mountain ranges. the state of the art in the field

36
FEATURE

of interaction design. Criticism of mæve as the topic of our Acknowledgments


amounts to expert readings of analyses is merely based on our We are grateful to Boris Müller
design artifacts, communicat- sense that it is a good vehicle and the mævedesign team for their
ing insights of value for the for understanding the points permission to publish the images in
design field. Part of the exper- made and their significance. this article.
tise in critical practice lies in As in traditional design,
knowing the body of knowledge criticism has its place in a ABOUT THE AUTHORS
Jeffrey Bardzell is an assis-
in the design field and knowing user-centered interaction
tant professor of HCI/
where the important contribu- design process. For instance, Design and new media at
tions can be made, as follows: we have found it fruitful in the School of Informatics in
rThe distinction between the prolonged exploration of Indiana University
-Bloomington. His research foci include
content and form is a diehard a specific design domain to aesthetic interaction, user experience
meme in HCI and interaction interweave phases of creative design, amateur multimedia design theory
design, perpetuated by con- production with phases of and practice, and digital creativity.
Currently, he is using theories from film,
cepts such as function versus analytical reflection and criti-
fashion, science fiction, and philosophical
interface and wireframes ver- cism, aimed at creating con- aesthetics to assess dominant construc-
sus graphics. However, mæve is cepts and insights to inform a tions of “the user,” especially in user experi-
a particularly good illustration subsequent creative phase. We ence design, through a comparative exami-
nation of humanistic constructions of “the
of why the distinction is prob- have also found such concepts
subject.” In more applied work, he is devel-
lematic and why the interaction and insights to be useful in oping user experience evaluation methods.
is the content from the user’s teaching settings, where they
point of view. can provide direction to studio Jay Bolter holds the Wesley
Chair in New Media at the
rAs digital artifacts move assignments. An example is the
Georgia Institute of
out of solitary, task-oriented concept of pliability, which has Technology and is the co- [11] Löwgren, J.
use situations and into the grown out of several phases director of the Wesley “Toward an Articulation
Center for New Media of Interaction
public and semi-public spaces of design and reflection in the Esthetics.” New Review
Research and Education. He also directs the
of everyday life, it is becom- field of interactive visualiza- writing program in the School of Literature,
of Hypermedia and
Multimedia 15, 2 (2009).
ing increasingly important tion and which has been used Communication, and Culture. He is co-
to acknowledge that inter- successfully as an abstract author of Windows and Mirrors (MIT Press,
2003), in which he and Diane Gromala
action occurs between and goal for student explorations in
explore the significance of digital art for the
among people, not merely interactive visualization within digital design community at large. He is also
between user and applica- the framework of master’s creating a design environment called DART
tion. Interaction design is level studio classes [11]. Other to foster the creation of informal education,
artistic expression and entertainment along
design for social structures pedagogical activities aiming
with Blair MacIntyre and Maribeth Gandy.
and performative practices, at synthesizing design practice
and mæve makes that point and critical practice include Jonas Löwgren is professor
in a most emphatic way. teaching criticism to interac- of interaction design and
co-founder at the School of
rFinally, mæve helps us see tion design students by asking
Arts and Communication
how interaction design not only them to analyze canonical work (K3), Malmö University,
serves the empirically estab- in interaction design, to ana- Sweden. He specializes in
cross-media products, interactive visualiza-
M a r c h + A p r i l 2 0 10

lished needs of actual users, lyze the finished work of their


tion, and the design theory of digital materi-
but also constructs its users by peers, and to analyze their als. Löwgren has taught interaction design
situating them in positions that peers’ work in progress. courses at universities and in companies
are defined and bound by the In conclusion, we argue that since the early 1990s; and initiated the influ-
ential two-year master’s program in interac-
choices they can make in per- interaction criticism can offer
tion design at Malmö University in 1998. He
forming their interactions. valuable contributions to the has published some 50 peer-reviewed sci-
The relevance of these points discipline of interaction design. entific papers and three books, including
transcends mæve; the argu- We have indicated and illus- Thoughtful Interaction Design (with Erik
interactions

Stolterman, published by MIT Press)..


ments are applicable in many trated some of the steps toward
situations of contemporary bringing those contributions to
DOI: 10.1145/1699775.1699783
interaction design. The choice fruition. © 2010 ACM 1072-5220/10/0300 $10.00

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