Challenging the emphasis on interactivity In
New Media Design
Russell Chambers
20017081
MA DESIGN BY PRACTICE
2009
2445 words
Contents
Part one
Introduction – what happened to ÔMultimediaÕ?
Early Interactive applications – Empowering the
user
Douglas EngelbartÕs important contribution
Part two
The media and viewer interactivity power struggle
Interactive television run riot
Part three
Figure 1
CHAMBERS, R. 2008. Image
of Mac OSX 10.4 Tiger desktop interface. [Screenshot]
Figure 2
CHAMBERS, R. 2008. Image
of Adobe Photoshop interface.
[Screenshot]
Figure 3
PORTRAIT OF DOUGLAS ENGELBART. [Online image].
http://itknowledgeexchange.techtarget.com/overheard/overheard-douglas-engelbart
(7 November 2008)
Figure 4
DE-VIEWER IN USE. [Online image].
http://www.artcom.de/index.php?option=com_acprojects&page=5&id=24&Itemid=144&details=&imageRequestToggle=0&lang=en&selectedimage=
(5 November 2008)
Figure 5
TOMBA, U. Photograph of ÔPortrait of a Young Boy
holding a ChildÕs DrawingÕ by Giovanni Francesco Caroto. [Online image].
http://arthistory.about.com/od/from_exhibitions/ig/renaissance_faces/vett_ngl_08_09.htm.
(26 Dec 2008)
Figure 6
CONCEALED HARDWARE OF DE-VIEWER. [Online image].
http://www.artcom.de/index.php?option=com_acprojects&page=5&id=24&Itemid=144&details=&imageRequestToggle=0&lang=en&selectedimage=2_pro_zerseher/min_07_zerseher.jpg
(6 November 2008)
Design By
Practice MDE2 Research Essay
Challenging the emphasis on interactivity In New Media Design
Part one
Introduction
– what happened to ÔMultimediaÕ?
Interactivity is a wonderful thing,
allowing us to communicate with a loved one, swim in the ocean, or merely smell
a flower.
Interactivity in digital media is also a
wonderful thing, allowing us to pay our bills, shop for goods, learn a new
language, create graphics or animation with creative software packages, or find
long lost friends via networking websites.
Less wonderful is the apparently forced
interactivity that is permeating the digital design world. Specifically, and
quite troubling, is the increasingly prevalent notion that a piece of new media
design must be interactive in
order for it to have any credibility. The term ÔinteractivityÕ in this
discussion will mean Ôto change or influence the result or outcomeÕ, in relation to design, rather than ÔinteractingÕ with
a chair by sitting in it.
ÔInteractive mediaÕ is the term that has
replaced ÔmultimediaÕ in the creative digital world, for example at the
University Of Wales, Newport, the ÔMultimedia BA(Hons)Õ degree has recently
changed to ÔInteractive Media BA(Hons) the relatively new career of Ômultimedia
designerÕ has been replaced by the term Ôinteractive media designerÕ.
This seemingly irrelevant title change
appears to be indicative of a rather large shift in the digital design
industry. At present there is considerable emphasis on a piece of digital
design work being ÔinteractiveÕ, the message coming from both academia and the
design community appears to be that a piece of work is not valid unless the
user influences the outcome or end result, or at the very least is in control.
Of course, certain applications will only function effectively through
interactivity, for example, a website or DVD-ROM must, by itÕs nature be driven
by user navigation, and so we can logically reason that interactivity is
perfectly acceptable in relation to these products.
Our well off, consumerist society is
currently provided with a substantial amount of technology, items such as home
computers, game consoles, MP3 players, satellite and cable television and the
like. All of these devices have, over the years, familiarised us with the
operation of the digital interface. A natural result of this slow creep of
technology into the home is that we are increasingly reliant on the digital
interface to interact and control our household devices.
This seemingly ubiquitous interactive
technology appears to be acclimatising us to the notion that we are entitled to
wield control over all media we come into contact with, resulting in the
possibly detrimental over use of interactivity for itÕs own sake.
Early Interactive
applications – Empowering the user
The development of interactive computer
graphics is arguably one of the most important developments in the computer
industry. The Graphical Use Interface, or GUI has become the bridge between computer scientist and
home user. It seems completely natural and obvious that today's computer user
should interact with the computer through the use of a 'desktop and icon' (fig.1) system in order to open applications and navigate
software packages. For example, when using a graphics package such as 'Adobe Photoshop', one selects parameters such as brush type, text, or
colours by mouse clicking on an icon to set the desired values (fig.2). This
way of interfacing with computers is relatively recent, and enabled computer
technologies to permeate the average home and be operated by the non-programmer
as well as professionals. In the infancy of the computing industry the
machine's calculations were spewed out on reams of paper by a tele-type printer
to be pored over by technicians. This was not good enough for the early
pioneers of interactivity and computing.

Figure 1 MAC
OSX TIGER GUI

Figure 2
Adobe Photoshop GUI.
Douglas EngelbartÕs
important contribution
In 1950 a young electrical engineer named
Douglas Engelbart (fig.3) was hit by a flash of inspiration while driving to
work. Engelbart, true visionary that he was, realised that mankind was creating
ever more complex technological problems in the race to achieve all that
science had led us to believe that we deserved. It must be remembered that this was smack in the middle of what
is now referred to as the 'short
twentieth century' (Hobsbawm, 1995,
p. 10), the period between the first
world war and the early 1990s that saw the huge technological surge which ushered in a climate of consumerism on a
grand scale – radio, television, commercial air travel, motorcars,
dishwashers etc. were transforming the home and workplace. This post-war
technological land-rush was encouraging people like Engelbart to ponder the
role of the human users of this new equipment, and concluded that in order for
more people to use computers effectively, the old paper printout had to go, and
in a prime example of enabling and converging technologies, he reasoned that
the recently developed cathode ray tube television screen would serve as an
excellent display device. The main point at the core of this idea is that if
one can find ways of using audiovisual media to represent computational
capabilities, one can then devote valuable time to the important task of
problem-solving and the development and sharing of ideas. This revolutionary
idea was accompanied by EngelbartÕs development of the 'mouse', (which
incidentally, celebrated itÕs fortieth anniversary in December 2008), as a
pointing device, and these two separate, but converging technologies signalled
the complete overhaul of the human-computer-interface. Although crude, and by
no means immediate in development, these ideas led directly to the move towards
navigating a graphical environment, the change from typing code to using
gestural input as a command language was revolutionary, heralding the use of a
natural physical gesture, that of pointing and selecting, to operate computers.
Engelbart's brainwave on the drive to work that morning in 1950 led directly to
our current ability to easily use the aforementioned software packages and desktop systems of today, and
is leading to the possible future use of gestural input devices, such as the
wireless glove and finger systems, to the recent development of the Nintendo
Wii games console, and revolutionary table-top
motion sensitive interfaces currently in development by Microsoft, all of which
mark the first steps of interacting with, and manipulation of computer
generated environments.
Figure 3
Douglas Engelbart
Part two
The media
and viewer interactivity power struggle
These
events and developments of the last fifty years have led us to the exciting
position that we find ourselves in today. Currently, microchip processing power
doubles every eighteen months, this startling exponential growth in computer
processing, known as Moore's Law, means that by the year 2020, a microchip with
today's capabilities will be disposable, at a cost of only one penny. This in
turn will lead to 'ubiquitous/invisible computing', a theory which
speculates that computers will be all around us and contained in almost
everything we come into contact with, so-called smart-clothes, and intelligent
homes that many believe will monitor our well-being and entertain us, until the
day that humans are no longer required to interact with any technology at all,
as the technology will make itÕs own ÔdecisionsÕ based upon received data, thus
eliminating any intentional, conscious input from the user, however, this is merely
popular speculation and therefore a discussion for another time.
One possibly negative aspect
of all this empowering is that we have become very comfortable with having
control over the media that we use everyday. Influencing video games, websites and
suchlike has led us to believe that we should have the right to influence the
outcome of all our media and entertainment.
Interactive
television run riot
Television viewers today are
capable of watching their favorite programs when they please, pausing live
shows and storing programs and such like. No longer at the mercy of the
schedulers, the viewer is now in control of television, and most would agree
that to be a desirable change. This gradual power shift began with the
introduction of VCRÕs in the 1980Õs which allowed people to enjoy movies and
recorded shows to be viewed at their convenience, the days of
rushing home to see a popular television show, as we might have done in the
1960Õs and 1970Õs were long gone. The next step in viewer empowerment was the
relatively cheap and simple to produce reality TV show which quickly led to the
audience phone vote type show, such as ÔBig BrotherÕ, ÔX FactorÕ, ÔStrictly
Come DancingÕ and any of the so-called Ôdumbed downÕ Saturday night
entertainmentÕ shows. The point of this apparently irrelevant amble down memory
lane is that it appears to highlight a disturbing trend in the way that we as a
culture have begun using entertainment media. It may be too early to tell at
the moment, but it seems to be true that television viewers have grown
accustomed to influencing the outcome of programs directly, starting with the
innocent phone voting shows a few years ago. As a result, the public appears to
have learned to treat television as if it is one huge interactive experience in
which they believe they have the right to dictate everything that happens on screen.
A recent incident on a BBC radio 2 show, in which two of the UKÕs leading
entertainers were perceived to have offended a much loved and respected elderly
actor, has shown how the public have been ÔenabledÕ or ÔempoweredÕ to
effectively Ôvote offÕ the entertainers in question, resulting in several of
the most popular BBC TV and radio shows being postponed or cancelled
altogether, also the BBC has instigated new guidelines for the broadcast of
Ôsatirical humourÕ shows. (Brooker, 2008.) Finally, with one of the presenters
resigning from the BBC and the other being suspended without pay at an
estimated cost of 1.5 million pounds, this is arguably interactivity run wild.
This incident may seem unimportant within the context of interactivity in
digital media, but it is, in fact, a genuinely saddening example of what can
happen when the public is lead to believe that they can influence everything
they experience. It is exactly this development that we must attempt to
challenge and re evaluate, this is interactive television on a grand scale, and
indicative of the march towards ubiquitous interactivity within the media, and
the general publicÕs perceived ÔrightÕ to influence everything.
Part three
Let us look further at the phenomena of
user influence in the art and design world. ÔDe-ViewerÕ (fig.4) is a self-commissioned piece of interactive
installation art, created by Joachim Sauter and Dirk Lusebrink in 1992. The piece
appears to be an ordinary, framed painting called ÔPortrait of a Boy with a
childÕs drawing in his handÕ (ca. 1515) (fig.5) by Giovanni Francesco Caroto (1480-1555), as the
artists themselves explain:
A framed picture is hanging
on the wall of a gallery or museum. On closer inspection the visitor notices
that the picture changes at the precise spot where he fixes his gaze.
We developed the
ÒDe-ViewerÓ with the provocative intention of encouraging interaction as a
prime ingredient of new media. Where it used to be the ÒOld MasterÓ who left
his stamp on the visitorÕs consciousness, now it is the visitor himself who is
in a position to alter the work of art.
Our motivation for this
project was the tendency of people, right up to the early 1990s, to regard the
computer primarily as a tool and not as a medium. It was almost as if the
painter was simply exchanging his brush for the mouse. This was art with
computers, not yet the beginning of computer art.
The picture we have used
is Francesco CarotoÕs ÒBoy with a child-drawing in his handÓ – the art
worldÕs first known depiction of a childÕs drawing – an appropriate
metaphor for the level of sophistication of computer art at the time. (Sauter
and Lusebrink, 1992)

Figure 4 De-Viewer
in use

Figure 5
Portrait of a Boy with a childÕs drawing in his hand
The De-Viewer can be seen functioning
within an exhibition environment online at www.artcom.de.
In the commentary that accompanies the short film it is stated that:
Through the
confrontation and fusion of the traditional arts and new media technologies,
this interactive installation attempts to democratise the dialogue between art
and itÕs audience. Whereas, in the past an old master might leave an impression
on the mind of the passive onlooker, now the onlooker can leave an impression
on the old master.
If no one looks at the
picture for thirty seconds it reverts to itÕs original state after first saving
and storing the new user created image to hard disc. (Sauter, Lusebrink, 1992)
On deeper examination one could draw the
conclusion that this is nothing more than meaningless Ôdesign speakÕ. The
phrase Ôdemocratise the dialogue between art and itÕs audienceÕ may not be sufficient an explanation inasmuch as most
of us would recognise this as jargon, simply meaning to alter the way in which
we might perceive the artwork, possibly intending to reduce the passivity of
the viewer. It could be argued that this type of justifying statement actually
alienates a potential audience and propagates the notion that art, design, and
particularly installation pieces can be pretentious. Moreover, it is just this
passivity that enables the traditional painter to convey his intended vision or
meaning. This use of language is, however more of an argument about semantics,
the main point here is that the viewer would be able to achieve the same end
result by pouring paint thinner on a real painting, this would truly
democratise the dialogue between art and itÕs audience and would certainly
leave an impression on the old master, of course, this act would be considered
vandalism, but is this not what is happening when one interacts with de-viewer?
The temporary, digital vandalism of an existing artwork carried out and
encouraged by people who did not create the original painting. The context and
requirements are changed (fig.6) but vandalism none the less.

Figure 6
Concealed hardware of De-Viewer
So who or what has decided that the
viewer has any right to leave such an impression, to change the appearance of a
piece of art at all? Certainly not Francesco Caroto, the creator of the
original painting. To offer a subjective, personal opinion, I believe this
piece is more effective as a deconstruction of the individual relationship
between design in general and observer, which is to say that the more one
observes part of the painting, the less observable it becomes, an ironic
metaphor for the concept that the more one attempts to ÔseeÕ or understand art,
the more elusive it becomes. I believe this explanation would provide Ôvalid
interactivityÕ, but this does not appear to be the message supporting
ÔDe-ViewerÕ. Realistically however, even this opinion is questionable as it
ultimately becomes as meaningless as the original explanation.
We must challenge and possibly re
evaluate this propensity for the over use of interactivity, or at the very
least realise that it is part of the zeitgeist and understand that the practice
of design is ever evolving. Never forgetting that art-forms such as film,
literature, painting and theatre have stood the test of time without the need
for the viewer to change the outcome, interactivity may well be regarded as
passŽ in a few years (or even months, such is the rapidity of change in the
digital world). For example, if in the highly influential, (but by no means
original), Wachowski brothersÕ movie The Matrix (1999), Keanu ReeveÕs character
of Thomas Anderson, AKA Neo, was forced through viewer interactivity to take
the blue pill and return home ignorant of his potential, it would have made for
a rather disappointing, not to mention short, story
Clearly, interactivity is a fine thing,
allowing users to be immersed in a digital experience, whether for fun,
business or both. It is vital to understand however, that just because a piece
of work has interactive functionality, it does not necessarily mean that it is
superior to any other type of work. A piece of design may well benefit from a strong linear narrative, an artist or
designer should be allowed to have a message that he or she needs to impart to
a passive audience without feeling that their work will be perceived as somehow
inferior or old fashioned. As with any design or artwork, the audience is free
to approve of and enjoy, or alternately dismiss it as unappealing and not to
their taste. This is the relationship between artist and audience; the fact
that a viewer may dislike a piece of work does not entitle them to alter it. This
relationship between artist and audience does not always need democratising.
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