Laurel: Computers
as Theatre
Imagination. That’s
what seems to sum it up. To successfully
understand the human-computer relationship, since the word interface apparently
fails to accomplish this, imagination seems to be the key. In noting that computer software is a
collaboration of the creator’s imagination with that of the user’s imagination,
Laurel finds a way to connect the human-computer experience to reality. The use of Kay’s observation sums up the role
of how imagination bridges the gap that an interface would in a human-computer
relationship.
“It is not a tool, although it can
act like many tools. It is the first
metamedium, and as such it has degrees of freedom for representation and
expression never before encountered and as yet barely investigated” (32).
Using the imagination as a bridge to our reality allows for that
pleasurable, memorable experience that Laurel is pointing out. I sense, too, that Kolko would appreciate this
line of thought.
I was not surprised that the first computer game, Spacewar, was a representation of action
that allowed for human participation. It
understood the need to represent action and is appropriate to lead into the
theatre metaphor for understanding the human-computer relationship. But how did we get to the point where we
needed to use theatre as a metaphor to explain the human-computer
experience? Spacewar got it right by representing action. Had interface design continued along that
path, we would not have this problem today.
Laurel uses Norman’s “point that the design of an effective interface—whether
for a computer or a doorknob—must begin with an analysis of what a person is
trying to do, rather than...a notion
of what the screen should display” (7) to explain how interfaces should be
designed. I feel this comes back to use
of the imagination again. Imagination
allows one to analyze what a person is doing, not just trying to represent it
on a screen. Imagination allows one to
design so that reality and action are well represented.
I wonder at what point the need to represent action was
lost. Spacewar got it right, so where did things go wrong in the
development of interfaces? As Norman
points out, some designs began to design based on what the screen should
show. That’s a problem. It’s starting too small and limiting future growth,
improvement, and continued evaluation.
The working definition of interface that Laurel includes furthers this
point. Laurel even notes that the
difficulty in defining interface proves that “we are barking up the wrong tree”
(14). Kolko would most likely blame this
on failure to incorporate a user experience team into the company’s
hierarchical structure. That or only
allowing them to work on the project at the very end once the screen display
has been designed and the user experience team is allowed to, perhaps, change
the color or font. So since we are
barking up the wrong tree, we need band aids such as Laurel’s theatre
metaphor and Kolko’s interaction design process to fix our confusion as it
relates to the human-computer experience.
Henry Jenkins: Convergence
Culture
I feel that Jenkins’ Black Box Fallacy is key in understanding media convergence. Noting the differentiation between media and delivery
systems can change how you approach convergence entirely. If I’m only worried about the changing
technologies, I forget about the possibilities of media itself. The belief that everything will one day run
through a black box is a distraction to being aware of how I can use the actual
media. History shows that media has
adapted to technological changes. It's safe to assume that media will continue along this same path. Understanding how we are currently living
within a culture of media convergence is the here and now. Jenkins notes, “Convergence involves both a
change in the way media is produced and a change in the way media is consumed”
(16). Being aware of this will allow for
optimal production and consumption practices.
Collective intelligence seems like something that businesses
should be trying to harness if they aren’t already. It’s great buzz and doesn’t require them to
expend costs on marketing to draw in a fan base. Collective intelligence, however, doesn’t
allow for corporate control and should be seen as a double-edged sword. It does generate buzz but can also lash out
against the corporation. Jenkins does well in describing spoiling as an adversarial process. It seems that
spoiling was one of the key factors in bringing an end to Survivor. The conspiracy
theory that ChillOne was, in fact, the producer or someone inside the show
started to hurt the series and probably caused it to end sooner than it would
have otherwise. The lesson from this
case study seems to be that even if businesses aren’t trying to harness
collective intelligence, they should at least be aware of it and have plans in
place to address its effects. Falling back on Walsh's "expert paradigm" is no longer an option.
No comments:
Post a Comment