Kanarinka on Tue, 30 Apr 2002 20:52:01 +0200 (CEST) |
[Date Prev] [Date Next] [Thread Prev] [Thread Next] [Date Index] [Thread Index]
[Nettime-bold] RE: RHIZOME_RAW: GENERATION FLASH: Usability/Interaction |
Why? -----Original Message----- From: John Klima [mailto:klima@echonyc.com] Sent: Tuesday, April 30, 2002 2:49 PM To: Kanarinka Cc: 'Joseph Franklyn McElroy Cor[porat]e [Per]form[ance] Art[ist]'; nettime-l@BBS.THING.NET; nettime@BBS.THING.NET; list@rhizome.org Subject: 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 > diffic _______________________________________________ Nettime-bold mailing list Nettime-bold@nettime.org http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-bold