John Klima on Tue, 30 Apr 2002 20:49:01 +0200 (CEST) |
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[Nettime-bold] Re: RHIZOME_RAW: GENERATION FLASH: Usability/Interaction |
all good points but i just don't want to *have* think about the end user, and i don't want a work to be assesed in terms of how well it accomodates them. j Kanarinka wrote: > > I agree that the "which end user" issue cannot be solved unless you are > doing extensive demographic research on your artwork (yuk). Even then, > people designing software systems can never fully know the expectations > and actions of their end users. (I'm sure Microsoft has done lots of > usability testing but I still find it incredibly *&^*&ing annoying to > deal with images in Word docs) > > My point earlier was that usability and interaction are different things > entirely. Usability is administrative and necessary, interaction design > is creative and necessary. > > I think "form" in software/net design includes and is defined by the > structure of the interaction which is in turn defined by focusing on > why/how the user is going to approach, play, deal with, experience the > software in the first place. > > Form, in any given medium, stems from the formal properties of that > medium. In 2D mediums you speak of form in terms of color, composition, > texture, etc. > > The most distinguishing formal property of software from other mediums > is that it allows for interaction, that it is rule-based, that it allows > the creation of a participatory, experiential environment, however you > wanna say it. > > So form in software can also apply to the composition of the visuals on > the screen and to the structure of any audio, etc., included in the > piece, but in a software-driven artwork I would argue that the primary > formal areas that one has to deal with are in the design of the rules > for interaction... > > ...and really that comes down to thinking about the person at the end of > the line who will be experiencing the work... > > -----Original Message----- > From: owner-list@rhizome.org [mailto:owner-list@rhizome.org] On Behalf > Of John Klima > Sent: Tuesday, April 30, 2002 12:34 PM > To: Joseph Franklyn McElroy Cor[porat]e [Per]form[ance] Art[ist] > Cc: nettime-l@BBS.THING.NET; nettime@BBS.THING.NET; list@rhizome.org > Subject: Re: RHIZOME_RAW: GENERATION FLASH: Usability/Interaction > > thinking about the end user has never been a *requirement* of art. and > once you start thinking about the end user you get into all those > difficult areas like "which end user." You start thinking about > usability and not necessarily, form. usability goes farther than "easy" > and "hard." some game interfaces are hard by design. but there is a > purpose there, to create a game. > > what then is the purpose of interface within a work of art? > j > > "Joseph Franklyn McElroy Cor[porat]e [Per]form[ance] Art[ist]" wrote: > > > > > [and ways that, by absolute necessity and contrary to what goes on > most > > > of the time even now, incorporate thought about the "end-user" right > at > > > the beginning of the creative process] > > > > Yes, from the very start of a project, you start thinking about the > end- > > user...because you allow yourself to access and interact with > it...otherwise > > you could not complete it. It would be even better to make access > more > > elegent from the beginning, build layers of accessability as you build > the > > piece. Creating textures that people can "feel" their way through. > > > > -- > > Joseph Franklyn McElroy > > Cor[porat]e [Per]form[ance] Art[ist] > > Electric Hands, Inc > > www.electrichands.com > > 212-255-4527 > > Electrify your sales, Electrify your Mind > > > > Quoting Kanarinka <kanarinka@ikatun.com>: > > > > > hi folks, > > > I really like the focus on interaction here. I think that this is > one of > > > the keys to understanding the medium that we are trafficking in. > Let's > > > keep up the dialogue. > > > > > > On the "ease of use" tip ::: a note > > > > > > I think all too often people (artists, software programmers, > audience, > > > users all included) confuse "usability" with "interaction". > Usability > > > has to do with how accessible and "easy to use" your work is. > Usability > > > answers questions like: Can it be viewed on multiple browsers, > > > platforms, etc.? Is it confusing in unintended ways? This is > > > "user-centered" thinking only in the sense that you are trying to > make > > > sure that your user does not have unintended > hardware/software/cognitive > > > problems accessing your work. To give an example -- If your work > were a > > > building, usability would be like making sure that your doorways > were > > > designed so that people fat and thin, wheelchairs and not, etc. > could > > > all make it around inside. > > > > > > Designing for usability is important but designing for interaction > is > > > much more interesting. > > > > > > Interaction design answers questions like "Why do users want to do > > > something with my work? How can users enter into a meaningful, > engaging > > > performative space with this work? What is the incentive towards > action > > > in this case?" To go back to the building metaphor -- interaction > in > > > that case would be - why do you want to visit the building in the > first > > > place? what happens to you inside the building? what kind of > experience > > > do you have inside the building? how are you changed after leaving > the > > > building? > > > > > > interaction design poses questions and problems much larger and more > > > creatively charged than just "how can we make this thing > user-friendly?" > > > the most effective net/software/digital/artronics art of this new > age > > > will be able to answer these questions and solve these problems in > > > interesting, challenging, meaningful ways. > > > > > > [and ways that, by absolute necessity and contrary to what goes on > most > > > of the time even now, incorporate thought about the "end-user" right > at > > > the beginning of the creative process] > > > > > > cheers, kanarinka > > > > > > > > > > > > > > > > > > > > > > > > -----Original Message----- > > > From: owner-list@rhizome.org [mailto:owner-list@rhizome.org] On > Behalf > > > Of napier > > > Sent: Monday, April 29, 2002 1:35 PM > > > To: John Klima > > > Cc: Lev Manovich; nettime-l@BBS.THING.NET; nettime@BBS.THING.NET; > > > list@rhizome.org > > > Subject: Re: RHIZOME_RAW: GENERATION FLASH: Lev / Sawad > > > > > > > > > At 12:22 PM 4/29/2002 -0400, John Klima wrote: > > > > > > >when discussing artwork, soft or not, the focus is naturally on the > > > >appearance of the thing. its the first thing you encounter when you > > > >"see" it. it's how it looks that makes the first impression > regardless > > > >of the function. > > > > > > First impressions are surely based on the visual, but lasting > > > impressions > > > are based on the overall experience of the piece, the impact it has > > > intellectually, the gut feel that it creates. If we talk only about > > > appearance we'll miss the point of most art of the past 50-100 > years. > > > > > > >the public expects "ease of use" as the most critical element in > > > >software interaction, .... > > > >.... but where in the > > > >museum catalogues and art reviews do those words appear? never. > > > > > > Because the concept of "usage" does not exist in art prior to > > > software. The "use" of a painting is that you hang it and look at > it. > > > Not > > > much to talk about there. Software doesn't have to be "easy" to > > > use. jodi's site is deliberately difficult to navigate, yet it can > be > > > navigated, and figuring out how to get around and where things are > is > > > part > > > of the experience. Also in mouse-responsive work like turux.org, > the > > > mouse > > > motion drives what happens on screen, but not in an obvious or > linear > > > way. The screen often responds surprisingly to the mouse motion, > which > > > is > > > more interesting than a simple 1 to 1 mapping of mouse motion to > graphic > > > > > > motion. > > > > > > > how can > > > >one ever discuss interaction when not all people agree what is left > and > > > >what is right? this is certainly an exageration of the problem, but > it > > > >highlights the situation that not all users are equally capable of > > > >interaction. hell, some people are in wheelchairs and can't reach > the > > > >mouse > > > > > > And some people are blind and can't look at visual art. That > doesn't > > > stop > > > the discussion of visual aesthetics. > > > > > > > the primary element of software art > > > >still firmly resides in what is displayed on the screen, and second > how > > > >it got there, and third, how a viewer interacts with it. however, i > do > > > >firmly believe that the best work includes all three. > > > > > > Right. And given that we're talking about software art here, and > we're > > > not > > > too handicapped to experience the art on all three levels, I think > it's > > > worth talking about all three. > > > > > > mark > > > > > > napier@potatoland.org > > > > > > + Now Entering: The Devil's Domain > > > -> Rhizome.org > > > -> post: list@rhizome.org > > > -> questions: info@rhizome.org > > > -> subscribe/unsubscribe: http://rhizome.org/subscribe.rhiz > > > -> give: http://rhizome.org/support > > > + > > > Subscribers to Rhizome are subject to the terms set out in the > > > Membership Agreement available online at > http://rhizome.org/info/29.php3 > > > > > > + Now Entering: The Devil's Domain > > > -> Rhizome.org > > > -> post: list@rhizome.org > > > -> questions: info@rhizome.org > > > -> subscribe/unsubscribe: http://rhizome.org/subscribe.rhiz > > > -> give: http://rhizome.org/support > > > + > > > Subscribers to Rhizome are subject to the terms set out in the > > > Membership Agreement available online at > http://rhizome.org/info/29.php3 > > > > > > > ------------------------------------------------- > > This mail sent through IMP: http://horde.org/imp/ > > + Now Entering: The Devil's Domain > > -> Rhizome.org > > -> post: list@rhizome.org > > -> questions: info@rhizome.org > > -> subscribe/unsubscribe: http://rhizome.org/subscribe.rhiz > > -> give: http://rhizome.org/support > > + > > Subscribers to Rhizome are subject to the terms set out in the > > Membership Agreement available online at > http://rhizome.org/info/29.php3 > + Now Entering: The Devil's Domain > -> Rhizome.org > -> post: list@rhizome.org > -> questions: info@rhizome.org > -> subscribe/unsubscribe: http://rhizome.org/subscribe.rhiz > -> give: http://rhizome.org/support > + > Subscribers to Rhizome are subject to the terms set out in the > Membership Agreement available online at http://rhizome.org/info/29.php3 _______________________________________________ Nettime-bold mailing list Nettime-bold@nettime.org http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-bold