Interactive design: Difference between revisions
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=== Fluxus === |
=== Fluxus === |
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Interactive Design is heavily influenced by the [[Fluxus]] movement, which focuses on a “do-it-yourself” aesthetic, anti-commercialism and an anti-art sensibility. Fluxus is different from [[Dada]] in its richer set of aspirations. Fluxus is not a modern-art movement or an art style, rather it is a loose international organization which consists of many artists from different countries. There are 12 core ideas that form Fluxus.<ref>[https://books.google.com/books?id=2a4CRJviwGkC&printsec=frontcover#v=onepage&q&f=false Art and Science of Interaction and Interface Design]</ref><ref>{{cite book|last=Farrington|first=Paul|title=Interactive-The internet for graphic designers|year=2002|publisher=RotoVision SA|isbn=2-88046-643-1}}</ref><ref>[http://www.artnotart.com/fluxus/kfriedman-fourtyyears.html Ken Friedman - Forty years of Fluxus]</ref> |
Interactive Design is heavily influenced by the [[Fluxus]] movement, which focuses on a “do-it-yourself” aesthetic, anti-commercialism and an anti-art sensibility. Fluxus is different from [[Dada]] in its richer set of aspirations. Fluxus is not a modern-art movement or an art style, rather it is a loose international organization which consists of many artists from different countries. There are 12 core ideas that form Fluxus.<ref>[https://books.google.com/books?id=2a4CRJviwGkC&printsec=frontcover#v=onepage&q&f=false Art and Science of Interaction and Interface Design]</ref><ref>{{cite book|last=Farrington|first=Paul|title=Interactive-The internet for graphic designers|year=2002|publisher=RotoVision SA|isbn=2-88046-643-1}}</ref><ref>[http://www.artnotart.com/fluxus/kfriedman-fourtyyears.html Ken Friedman - Forty years of Fluxus] {{webarchive|url=https://web.archive.org/web/20100211142656/http://www.artnotart.com/fluxus/kfriedman-fourtyyears.html |date=2010-02-11 }}</ref> |
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# Globalism |
# Globalism |
Revision as of 18:07, 14 November 2017
Interactive Design is defined as a user-oriented field of study that focuses on meaningful communication of media through cyclical and collaborative processes between people and technology. Successful interactive designs have simple, clearly defined goals, a strong purpose and intuitive screen interface.[1][2]
Interactive Design compared to Interaction Design
In some cases Interactive Design is equated to
- Making devices usable, useful, and fun, focusing on the efficiency and intuitive hardware[3]
- A fusion of product design, computer science, and communication design [3]
- A process of solving specific problems under a specific set of contextual circumstances[3]
- The creation of form for the behavior of products, services, environments, and systems[4]
- Making dialogue between technology and user invisible, i.e. reducing the limitations of communication through and with technology.[5]
- About connecting people through various products and services[6]
Whereas Interactive Design can be thought of as:
- Giving purpose to Interaction Design through meaningful experiences [7]
- Consisting of six main components including User control, Responsiveness, Real-Time Interactions, Connectedness, Personalization, and Playfulness [8]
- Focuses on the use and experience of the software [9]
- Retrieving and processing information through on-demand responsiveness [10]
- Acting upon information to transform it [11]
- The constant changing of information and media, regardless of changes in the device [12]
- Providing interactivity through a focus on the capabilities and constraints of human cognitive processing [13]
While both definitions indicate a strong focus on the user, the difference arises from the purposes of Interactive Design and Interaction Design. In essence Interactive Design involves the creation of meaningful uses of hardware and systems and that Interaction Design is the design of those hardware and systems. Interaction Design without Interactive Design provides only hardware or an interface. Interactive Design without Interaction Design cannot exist for there is no platform for it to be used by the user.
History
Fluxus
Interactive Design is heavily influenced by the Fluxus movement, which focuses on a “do-it-yourself” aesthetic, anti-commercialism and an anti-art sensibility. Fluxus is different from Dada in its richer set of aspirations. Fluxus is not a modern-art movement or an art style, rather it is a loose international organization which consists of many artists from different countries. There are 12 core ideas that form Fluxus.[14][15][16]
- Globalism
- Unity of Art and Life
- Intermedia
- Experimentalism
- Chance
- Playfulness
- Simplicity
- Implicativeness
- Exemplativism
- Specificity
- Presence in time
- Musicality
Computers and Interactive Design
The birth of the
The Internet and Interactive Design
With the tendency of increasing use to the
Advertising and Interactive Design
Upon the transition from analogue to digital technology, we see a further transition from digital technology to interactive media in advertising agencies. This transition caused many of the agencies to reexamine their business and try to stay ahead of the curve. Although it is a challenging transition, the creative potential of interactive design lies in the fact that it combines almost all forms of media and information delivery: text, images, film, video and sound, and that in turn negates many boundaries for advertising agencies, making it a creative haven.
Hence, with this constant motion forward, agencies such as
Interactive New Media Art
Nowadays, following the science and technology development, various new media appear in different areas, like art, industry and science. Most technologies described as "new media" are digital, often having characteristics of being manipulated, networkable, dense, compressible, and interactive (like internet, video game and mobile). In the industry field, companies no longer focus on products itself, they more focus on human-center. Therefore, ”interactive” become an important element in the new media. Interactivity is not only computer and video signal presenting with each other, but it should be more referred to communication and respondence among viewers and works.
According to Selnow’s (1988) theory, interactivity has three levels:
- Communicative Recognition: This communication is specific to the partner. Feedback is based on recognition of the partner. When a learner inputs information into a computer and the computer responds specifically to that input, there is mutual recognition. The menu format allows mutual recognition.
- Feedback: The responses are based on previous feedback. As the communication continues, the feedback progresses to reflect understanding. When a learner refines a search query and the computer responds with a refined list, message exchange is progressing.
- Information Flow: There is an opportunity for a two-way flow of information. It is necessary both the learner and the computer have means of exchanging information. The search engine tool allows for learner input via use of the keyboard and the computer responds with written information.[24]
New media has been described as the “mixture between existing cultural conventions and the conventions of software. For instance newspapers and television, they have been produced from traditional outlets to forms of interactive multimedia.” New media can allows audiences access to content anytime, anywhere, on any digital device. In addition, it also promotes interactive feedback, participation, and community creation around the media content.
New media is a vague term to mean a whole slew of things. The Internet and social media are both forms of new media. Any type of technology that enables digital interactivity is a form of new media. Video games, as well as Facebook, would be a great example of a type of new media. New media art is simply art that utilizes these new media technologies, such as digital art, computer graphics, computer animation, virtual art, Internet art, and interactive art. New media art is very focused on the interactivity between the artist and the spectator.[25]
Many New Media art works, such as Jonah Brucker-Cohen and Katherine Moriwaki's UMBRELLA.net and
Influences
There are many leading names in the field of Interactive Design. However, two successful characters are Lisa Graham and Chris Crawford. Graham and Crawford both have written industry respected books and are leaders in the field today. Graham explains the brains and layout of how good Interactive Design is achieved, whereas Crawford is the theory behind Interactive Design.
Chris Crawford
According to Chris Crawford a highly respected figure in both the interactive and Video game development field interaction is defined in his words as “a cyclic process in which two actors alternatively listen, think, and speak”. Crawford went on to say that there is “No Trade Off” and that if one of the three steps is poorly designed the entire project will collapse even if two of the steps have been designed beautifully.[2]
Lisa Graham
References
- ^ ISBN 0827385579.
- ^ a b Crawford, Chris (2003). Art of Interactive Design. William Pollock. p. 387.
- ^ ISBN 978-0-321-64339-1. Retrieved 29 October 2012.
- ^ Carnegie Mellon - Interaction Design Program
- ISBN 978-0-12-380930-8. Retrieved 29 October 2012.
- ^ University of Washington - Interaction Design Course Description
- ^ Savannah College of Art and Design - Interactive Design and Game Development Program Description
- ^ Interactivity and Revisits to Websites: A Theoretical Framework
- ^ Interaction Design Institute
- ^ Cognitive Design Solutions - Interactivity Defined
- ^ University of Alberta
- ISBN 978-3540705680. Retrieved 29 October 2012.)
{{cite book}}
: CS1 maint: multiple names: authors list (link - ISBN 1-56496-904-5. Retrieved 29 October 2012.
- ^ Art and Science of Interaction and Interface Design
- ISBN 2-88046-643-1.
- ^ Ken Friedman - Forty years of Fluxus Archived 2010-02-11 at the Wayback Machine
- ^ http://www.nasa.gov/vision/earth/technologies/taylor_more.html
- )
- ISBN 1851774335.
- ^ McCaren, Bridgid. "Welcome". Retrieved 28 October 2012.
- ^ O’Brian, Timothy (12 February 2006). "Madison Avenue's 30-Second Spot Remover". New York Times. Retrieved 28 October 2012.
- ISBN 1-888001-63-1.
- ^ Greenberg, Robert. "R/GA Homepage". Retrieved 28 October 2012.
- ^ "Navigation Tools' Effect on Learners' Achievement and Attitude" (PDF). Inez H. Farrell.
- ^ "Creating Art as a Community". ArtInteractive.org.
- ^ "New Media Art". the Enterprise Wiki.
- ISBN 0-240-80287-X.
- ^ Graham, Lisa. "The Profile System". University of Texas at Arlington.
Further reading
- Lyons, Nancy; Wilker, Meghan (2012). Interactive Project Management: Pixels, People, and Process. Berkeley, California: ISBN 978-0-321-81515-6. Retrieved 31 October 2012.
- Iuppa, Nicholas. (2001) Interactive Design for New Media and the Web Boston, Focal Print. ISBN 978-0240804149
- Parker, Lauren (2004). Interplay : interactive design. London: V & A Pub. ISBN 1851774335.