Welcome, Eli writes here.
See also Imagery and his other projects.

Steven Johnson

5 posts under this tag.

Faith in facedesign 2
0
0
7
Apr
25

We will come to think of interface design as a kind of art form
—perhaps the art form of the next century.

Steven Johnson, Interace Culture, p213


Dasher
hit escape to halt animation
“Hello, how are you?” being written in Dasher. (Hit escape to halt animation.)

A text-entry interface for the tetraplegic, it’s like nothing you’ve seen. Not only does using it have the same rush and exhilaration of playing SonicWP, it is also unbelievably efficient. And again, sheer fun.

It will take you some 5 minutes to get the hang of it (not out of difficulty, out of profound weirdness) but believe you me, you won’t regret it. Read the quick, 3-page explanation and try the Java version in-browser or download it. It’s free software and there are localized versions in many languages.


If such deep novelty, such striking unrealityELZR lies in something as mundane as text-entry, what wonders lie yon in the craft of interface design?


Scratch

Visual programming has been a perennial pipe dream of mine and just some three months ago the MIT Media Lab unveiled the best embodiment so far of my vague and unspecified dreams. It’s called Scratch and it’s meant to introduce children to computing by giving them easy, programmatic means to media manipulation.

The brilliant breakthrough has been to Lego-fy programming, making control blocks actually, well, blocks, and turning programming into block stacking. Yes, it’s messy and you have to fumble around for blocks but it’s visual, incredibly intuitive, and—get this—syntax error free (since blocks have shapes and will only fit in ways that make syntactic sense).

It was scary, you know, when I first knew about Scratch, just some days after it was launched, my evangelizing streak came back with a vengeance and I felt this strange calling to go and teach it somewhere, wherever. Here was finally an easy way to show “normal” people what programming was. Here it is.



Star
Synthesis and Sense-making 2
0
0
6
Jul
24

Ok, yes, I’m sorry, it’s yet another looong quote. But it’s worth it. Read it if you want to see Steven Johnson, a most lucid man, at his most lucid, at his most techno-lyricist. Read it if you want to know how interfaces are our culture’s cathedrals, why interface design is the art form of our century, and why I’ll spend the next decade trying to master it. Read it as a favor. To me. To you.

And yet against all that dislocation and overload and multiplicity there is the interface. Most of the time we talk about the graphic interface as though it were a logical culmination of the digital revolution, its crowning glory, but the truth is, the interface serves largely as a corrective to the forces unleashed by the information age. Whenever I find myself being swayed by the fragmentation jeremiads, I like to sit down at my computer and go through the usual routines—check my e-mail, rearrange my desktop, log on to the Web—and concentrate all the while on what is really happening as I do these things. Because what is really happening, not on the screen but down in the innards of the machine itself, or out on the great expanses of the Internet, what is happening in that world is literally unimaginable. What is happening is that billions of tiny pulses of electricity are hurtling through silicon conduits, like an entire planet’s worth of digital automobiles making their way across the grid of a single microchip. And all those pulses self-organize into larger shapes and patterns, into assembly codes, machine languages, instruction sets. Some of these ethereal languages then transform themselves into flashes of light, or audio waveforms, and depart en masse from my machine into the sprawling backbone of the Net, where they disperse into countless separate units, and then thread their way through thousands of other microchips, before reuniting at their destination.

But what happens on the screen is this: a window pops open, a dialog box appears, a bright, cheerful voice tells me that I have mail.

No news here, of course, but something profound nonetheless. The great surge of information that has swept across our society in recent years looks genuinely innocuous next to the meticulous anarchy of real bit-space, that netherworld that lurks in our microchips and our fiber-optic lines. But we see almost nothing of that universe because we have built such sturdy mediators to keep it separate from us, translators that make sense of what would otherwise be a blizzard of senselessness. It is undeniable that the world has never seen so many zeros and ones, so many bits and bytes of information—but by the same token, it has never been so easy to ignore them altogether, to deal only with their enormously condensed representatives on the screen. Which is why we should think of the interface, finally, as a synthetic form, in both senses of the word. It is a forgery of sorts, a fake landscape that passes for the real thing, and—perhaps most important—it is a form that works in the interest of synthesis, bringing disparate elements together into a cohesive whole.

Seen in this light, all that ranting about the fragmented consciousness of the digital age sounds a great deal less convincing. After all, critics have bemoaned—or championed—the accelerated pace of the present, its dislocations and divided selves, ever since the industrial age powered up in the early nineteenth century. Think of Baudelaire losing himself in the shimmering, half-lit streets of Paris, becoming a “kaleidoscope gifted with consciousness.” Think of Joyce’s characters bouncing back and forth between biblical references and advertising jingles. Think of Marinetti’s poetry, renouncing “the ‘I’ in all literature” for the speed of the race car and the destructiveness of the machine gun. Conceptual turbulence—the sense of the world accelerating around you, pulling you in a thousand directions at once—is a deeply Modern tradition, with roots that go back hundreds of years. What differentiates our own historical moment is that a symbolic form has arisen designed precisely to counteract that tendency, to battle fragmentation and overload with synthesis and sense-making. The interface is a way of seeing the whole. Or, at the very least, a way of seeing its shadow illuminated by the bright phosphor of the screen.

When I think about the gap between raw information and its numinous life on the screen—something I try to avoid doing, because it is a dark and difficult thought, more than a little like contemplating the age of the universe—the whole sensation has a strangely religious feel to it, that sense of the mind trying to reach around a vibrant (and convenient) metaphor to the wider truth that lies beyond. Cathedrals, remember, were “infinity imagined,” the heavens brought down to earthly scale. The medieval mind couldn’t take in the full infinity of godliness, but it could subjugate itself before the majestic spires of Chartres or Saint-Sulpice. The interface offers a comparable sidelong view onto the infosphere, half unveiling and half disappearing act. It makes information sensible to you by keeping most of it from view—for the simple reason that “most of it” is far too multitudinous to imagine in a single thought.

Yes, I know it’s pretentious. But you just wait and see. Let the quote sit on your mind for some weeks and when the brain fart comes, let’s talk.

Abstract, intangible, specialized 2
0
0
6
Jul
19

There was a time when I marvelled at there being such thing as mathematicians —people who got paid to think on form! Later, I wondered what an abstract, intangible, specialized thing webdesign was. Then came, in quick succession, the surprise of a friend who wants to specialize in pricing; Donald Norman and Steve Krug, who got me thinking on usability; information design prodigy and gourmet Edward Tufte; Steven Johnson’s assessment and critique of interface design; Peter Norville’s information architecture; Norville again, this time introducing me to findability; and now… now I’ve just been introduced to what could come to be called name theory by Marc Stiegler and his Introduction to Petname Systems paper.

Interface Culture 2
0
0
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
People who get hooked on computers 2
0
0
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).