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Interactivity
Arts
by
Clement Mok
The word interactivity has become a computing world buzz word,
but it has a meaning that illuminates an ultimate goal: to create a totally
immersive experience. It takes several disciplines, each difficult to
manipulate, to compose a successful interactive experience, and everyone
who uses digital media to communicate is searching for guidelines and
ways to achieve it. Like information design, interactivity design is not
new, only a new focal point in media studies - but the recent popularity
of multimedia has fostered many attempts to formulize it as a discipline.
Interactivity design borrows many concepts and models from the study of
ergonomics, semiotics, artificial intelligence, cognitive science, and
theater. The computing medium is quickly absorbing the principles behind
those disciplines and art forms, which is making it possible for visual,
sensory experiences to materialize on screen. The interactivity arts can
transform those experiences into meaningful, humane communication.
Unlike
identity and information design, which are manifested in specific forms,
interactivity design results in the display of actions. Interactivity
design itself, however, is not an activity, though the slight differences
between interactivity design and interface design might make it seem so.
As different as look and feel, or appearance and behavior, these two inter
disciplines are often viewed as one, but judging each one requires distinctive
criteria.
Just
as the application of information arts collectively forms an information
design, it is the collective application of interactivity arts that results
in interactivity design. In the digital domain, each interactivity art
results in a directed action that generates cognitive responses or captures
a process that reveals an action. The most basic function of an interactivity
art is providing a cue for a specific action. Interactivity arts emerge
through an interface as bells, a blinking cursor, or a pointer that changes
shape as it moves around the screen. When these arts are strung together
as a series of actions, the results are the process of interactivity design.
Theater
and filmmaking are analogous to interactivity design. Where the application
of book arts papermaking, bookbinding, writing, editing, illustration,
and typesetting results in something people can see and hold in
their hands, what an actor does the application of theater arts
results in an impression, not something that can be seen and felt
like a book. Interactivity design deploys many of the same skills and
tricks actors practice.
The
way interactivity arts are implemented depends on the media they are being
applied to. Imagine the actions involved in browsing through a book: one
involves pressing a button and invoking a linear sequence of images; the
other is the physical activity of opening a book and turning its
pages, which sometimes results in a non-linear sequence of text and pictures.
So
far, in the early stages of the computing medium, many of the attempts
of providing a way for the highly adaptive humane system and a machine
to conduct cogent discourse have been primitive and feeble. Successfully
designing any kind of interactivity in the computing medium requires balancing
technological feasibility with the integrity of the content. If a website
is to be designed so that users can browse, make transactions, and play
games, each of these actions must be coordinated and then integrated into
a system; interactivity design comes into play when the paths of these
actions intersect. The quality of an interactive experience is determined
by how well the designer crafts the transitions at the intersections.
A good interactive piece has invisible construction and an effective graphical
user interface; it maintains integrity in the experience it generates
by providing and reinforcing context. A designer must integrate interactivity
design within a content structure; without content, interactivity design
is just a parade of winking, blinking shapes.
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