IDEAS
How about developing a new discipline of “designing behavior?”
How can we make computational design and code understandable to design students, and how can they define the designer’s role in regard to coding? I was recently explaining to a student the importance of timing when a project responds to a user - a difference in milliseconds can make a big impact. We were also talking about how designing and developing code requires a different way of thinking and abstraction compared to visual design. In interactive design, the 4th dimension of time and the definition of behavior in code is very different from the see-it-all gestalt one can get from looking at and refining a 2D visual design.
I think the way to go is to cast it in terms of designing behavior. There are many principles and concepts of designing interesting, rich, meaningful behavior that I think could be developed, some of which is instantiated in code, other aspects in the mechanical design (the turning of a doorknob or the page of a book for example), and others in the conceptual design. This shift to behavior design as an overarching concept that encompasses computation may make it more interesting and relevant to designers.
1 commentinteractive media can be like bullet-time in the Matrix
The “bullet-time” scene in The Matrix dramatically slows down time while the camera pans around Neo, allowing us to see how he expertly avoids bullets as they fly by. It seems to me that, at it’s best, interactive media can be like this, with the important addition of user control. Rich, productive interaction enables the user to freeze things, examine the topic in detail, move through the content, and have control over what they perceive–time, perspective, focus, sight, sound, juxtaposition, etc. Further, having taken control of perception, the user can move and change elements, affecting the meaning directly, and creating a personally meaningful version of the work.
I’m not arguing that interaction should be cinematic, as Steven Spielberg recently suggested to students at USC’s program in gaming. Film is one medium, interaction is another with it’s own grammar, character, and means of communication. What I am suggesting is that interaction designers should provide users with the sense of magic, power, and real-time manipulation implied by the bullet-time technique.
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