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Postsymbolic Communication

19 posts under this tag.

Making a guitar in virtual reality 2
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6
Sep
13

Second LifeWP, a 3d online community, recently hosted a live concert by Suzanne VegaWP and of course someone had to make her and her guitar’s avatars. Robbie Dingo did. And he made a video of the making (of the guitar avatar). Breathtaking. Go straight to the Quickitime video or see it embedded as a flash in Second Life’s website.

Flickr's Breakthrough 2
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6
Aug
31

2 days ago I had a major breakthrough in Domburi’s interface. I had been racking my brain for several days for a simple, elegant way to provide all the new functionality I had dreamt for it, but the standards I’d set made the task daunting:

Simple and easy to understand
Instructive Interaction: Making Innovative Interfaces Self-Teaching, by Larry L. Constantine and Lucy A. D. Lockwood was very useful in crystallizing my ideas on the subject.
Building (or at least not interfering) upon earlier knowledge
We’ve been using (web) GUIs for decades now, patterns have emerged. To waste them a silly thing would be. Right-click contextual menu, buttons, selection methods, drag & drop, and general link behavior (from one-click-activation to middle clicking on a link to open it in a new tab) are useful patterns we learn early and should be respected.
Consistency
I wanted to have the same interface for thumbnails and full-size images, just like Imagery works now (with almost the same toolbar for both cases).
Minimally intrusive (as in hidden)
I’m obsessive with claiming the precious few screen real state I’m able to and profoundly detest what Edward Tufte once called “administrative debris.” The goal is to see at a glance as many images (and nothing more!) as it is usefully possible. Even onhover interfaces must be extremely discreet, not only for conceptual clarity, but because rendering times can make for a jarring experience.
Visual
On the other hand, even if keyboard shortcuts and other tricks & gimmicks are more efficient, I believe it’s crucial for users to be able to get a visual overview of their options.
Modeless
ModesWP can be useful and uncannily efficient—I love Vim—but they take a huge cognitive load to understand and use, and many, many hours of practice for them to become second-nature. They’re prone to frustrating mode errorsWP too.
Textual
Text is always a good thing, text and icons can sometimes be an improvement, but icons alone I usually find confusing and useful only for the most trivial of cases. The big problem with text of course is all the space it demands.

I dabbled for a while with tool palettes like those of Adobe Photoshop but in the end sweared off modes of any kind, even graphic ones.

I tried expanding the weird text-toolbar I currently use in Imagery but it proved too constraining.

Jensen Haris’s Office User Interface Blog sent me reeling into the possibilities of ribbons and contextual tabs (GUI innovations in upcoming Office 2007), but though interesting and definitely appropriate sometimes, they can be brutal overkill for such a simple application as Domburi.

In the end, it was clear to me that what was needed was a contextual menu of some sort and a way to activate it graphically (since I wasn’t willing to break the right-click, and other keyboard/mouse combos reeked of inelegance).

I finally found my solution in a little known interface innovation from Flickr (who introduced it only recently in a May 16, 2006 redesign).

They call it a “person menu” but it’s not the menu itself what interests me, it’s the way it’s activated: you hover over someone’s (otherwise undefiled!) buddy image and this obvious sidebutton appears; you click on it and your options to manipulate the image are presented.

This is a natural evolution of the pulldown button (), of course, but it allows for a revolutionary array of possibilities. I’ve been playing with the idea for 2 days now and am ready to nominate the onhover sidebutton as one of this decade’s contributions to our shared GUI alphabet: a visual, yet non intrusive, way to activate a context-menu. I’m using it everywhere in Domburi now (the idiom is evolving some impressive refinements!) and it has simplified things further than I thought possible. In the prophetic words of Jeff Han: “the interface just disappears.”

Exciting times!

10th dimension 2
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6
Aug
18

Now, as we enter the tenth dimension, we have to imagine all the possible branches for all the possible timelines of all the possible universes and treat that as a single point in the tenth dimension..

Your head will hurt afterwards (mine does), but it’s really a fascinating theoretical-physics presentation.

Interface Culture 2
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6
Jul
02

Oh please, please—I’m begging you here—go do yourself a favor and buy Steven Johnson’s Interface Culture this very moment. Please. Please.

I’ve been rereading my hilites from it, searching for an elusive quote and I’m just shocked again at how good this book is. I have no doubt whatsoever this will be a canon book from the late twentieth century. Don’t be fooled by the 3.5 stars in Amazon, it’s simply a 1997 book that’s still ahead of its time.

Johnson is lucid to (and over) the brink of genius when he talks about interface, technology, media, computers, the web, blogs (which he predicts 10 years ago), hypertext, novels, software, online communities, artificial intelligence, culture, design, agents, TV, life, the universe, and everything.

Being his first book, written in his late twenties, it is full of youthful passion, exhuberance, and raw virtuosity—but, get this, he is right.

This digital age belongs to the graphic interface, and it is time for us to recognize the imaginative work that went into that creation, and prepare ourselves for the imaginative breakthroughs to come. Information-space is the great symbolic accomplishment of our era. We will spend the next few decades coming to terms with it.

Star
The Oldest Game of All 2
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6
Jun
20

There have been many boy-is-this-comic-good moments amid my reading of Neil Gaiman’s SandmanWP: the convention of serial killers (with panels, keynote speakers, chit chat—the whole shebang); the 100-year meetings of Dream and Hob (a mortal who simply doesn’t believe in death; “death’s a mug’s game” were his words); the utterly disturbing cafeteria slaughter; the prisoner muse Calliope (to draw inspiration from her, one has to, “naturally”, rape her)... but the very first one was Dream’s stand-up-comedy-esque fight in hell for his helmet:

Oriental Symbol Bashing 2
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Apr
26

Oh, I just love those Oriental parables ridiculing symbolic communication. This was a new one for me (read it with Jorge Wagensberg’s aphorism in mind: “To compress is to comprehend”):

Every essay ought to end with a summary. Since this isn’t an essay, I’ll end with an adaptation of a Taoist story instead of a summary:

A musician performed a new piece he had written for his best friend. The friend sat in wonder and listened to the entire piece. When it was over, he nodded and told the musician that the music was wonderful. But what, he wondered, did the piece mean?

The musician nodded at this question and bent over his instrument, then played the entire piece again from the beginning.

Today's Reading: The giant worm to Saturn 2
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6
Apr
20

Truth be told, I usually find Jaron Lanier obnoxious, unconvincing, and mushy. His obsession to fancy himself the last bastion of humanism amid the rabid, materialistic techno-geeks bores me, and, though he’s a virtual reality pioneer, I’d never found any of his ideas particularly visionary. Until yesterday.

I was teetering (with excitement) when I read his answer to Edge’s 2005 question: What do you believe is true even though you cannot prove it?:

My belief is that the potential for expanded communication between people far exceeds the potential both of language as we think of it (the stuff we say, read and write) and of all the other communication forms we already use.

He goes on to describe what must surely be one of the most mind-blowing ideas I’ve ever read: “post-symbolic communication.” (Yup, I’ve got the weirdest fetish with symbols themselves—which seems to me to be the mother of all fetishes.) Anyway, wow. That sort of thing is precisely what I imagine when I ramble madly about VR to people (Sergio and Beca can attest to that) only to get the same dull, unimpressed answer: “So what? It’s all fake.” (As if they don’t already spend well over half of their lives in media, which is just another name for artificial, fake, realities: the web, IM, TV, movies, books, games, radio, ads…)

But I digress. I think this extract from an interview to Lanier, The giant worm to Saturn (~1000 words), is a great intro to “post-symbolic communications”. Go read it.

Star
Ghost in the Shell 2
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6
Feb
09

Movie Director: How was it?

Major Motoko Kusanagi: I certainly wouldn’t say it was a bad movie.

But no matter what kind of entertainment it is… it should be temporary. With no beginning or ending, the audience is bewitched into not letting go of a movie like this.

I don’t think there’s anything wonderful about that. In fact, it’s rather harmful.

Director: Oh, harsh. You’re trying to say that we should return to reality, right?

Major: That’s right.

Director: There are people in this audience who have unhappy things waiting for them if they return. If you take away the audience’s dreams, will you also take on their responsibilities?

Major: No, I won’t. Dreams only have meaning because we struggle in the waking world. Just projecting yourself into other people’s dreams is the same as being dead.

Director: A realist, eh?

Major: If you call someone who runs away from reality a romantic.

Director: Such a strong girl. Call me when you’ve made your beliefs reality. We’ll come out of this theater when that time comes.

I don’t think it needs much context but this conversation takes place inside some sort of virtual reality where dozens of people are voluntary trapped watching an endless film. A favorite quote of mine. I had to transcribe it myself because it’s nowhere to be found around the web. Weird, that.

Star
People who get hooked on computers 2
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6
Feb
09

Bob represents the domestication of the personal computer, in the pejorative sense of the word, turning the miraculous shape-shifting capacities of these machines into a dulled repetition of everyday, household reality.


The real magic of graphic computers derives from the fact that they’re not tied to the old, analog world of objects. They can mimic much of that world of course, but they’re also capable of adopting new identities and performing new tasks that have no real-world equivalent whatsoever. People who get hooked on computers get hooked for this reason. They don’t become high-tech junkies because their machines remind them of their Rolodexes; they’re junkies because their machines do things they never thought possible. Interface design should reflect this newness, this range of possibility.

Amen.

Good ole Tetris is a wonderful example of those possibilities, of that unreality, and so is Photoshop. For a more recent, fascinating example look no further than the Namekuji game (but be warned, by clicking this link you therewith relinquish the next couple of hours).