Professional Documents
Culture Documents
Bardzell Et Al 2010
Bardzell Et Al 2010
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
32
FEATURE
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.
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
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
37