Home|Exercises|Resources|Midterm|Final

Reading:
01/13/03
Excerpts from Sturken & Cartwright, Practices of Looking, Oxford University Press, 2001
  • ``The Global Flow of Visual Culture" pp. 315-318
  • ``The Critique of Cultural Imperialism" pp. 322 - 324
  • ``The Internet: global village or multinational corporate marketplace?" pp. 333-345
Notes:
  • I believe that it is very intersting to study the changes in ways the images are percieved as the result of new types of information transmition techniques such as Internet
  • Global dominance of multicultural corporations lead to the emergence of cultural identitites under the sign of the brand
  • Internet fascilitates the role-playing in the absence of real visible body
Goooogle search for ``Cultural Imperialism":
Cultural Imperialism on the Internet
Academic Article by Seongcheol Kim, Department of Telecommunication Michigan State University.
Review of the cultural imperialism argument in terms of the developments of the Internet through some case studies



Assignment 3: Net Lines and Networked patterns
The Shell

1. Select an object from your environment, preferably of biological origin.

This is a picture of a shell I bought at Venice Beach


Traced outline of the shell


Basic unit composed of several shell outlines


Sevral basic units combined into a pattern

See the movie



Reading:
01/22/03
David Rokeby
  • Navigable Structures
    • Articulation Space: Artist provides a method of navigation through space
    • Architecture: Lattice, network, single path (e.g. Jeffrey Shaw's streets = letters, bycicling around the city)
    • Hypermedia: general -> specific
      Interactor has to make decisions (e.g. labirinth)
    • Subjectivity of Interpretation
    • Artist holds power by selecting specific points of view, how they are linked together, method of navigation
    • Wide-open interaction without significant constraints is unsatisfying for the interactor (hard to symultaneously affect in all parameters)
    • ``Habitat" -- artifitial on-line community where participants adopt identities
  • The Invention of Media
    • Interactive works blur the line between the artist and the audience
    • ``Videoplace" -- syluete of the interactor is analyzed
    • Restricted Medium: unexprerienced interactor is guided by the medium reducing the fear of incompleteness. More powerfull then traditional examples -- interactor makes decisions through creative process
    • Interactor = Creator



Elements of Artist Statements
Axis Applet by Golan Levin
http://www.flong.com.
The project explores the relationship of artists code to their finished work and reveals the code first, the gateway through which the work must be experienced.

Artist Statement:
  • Included in the sourcecode as a comment
  • Has a political connotation
  • ``Axis of Evil"
  • Starts with a quote by Saddam Hussein, draws a parallel with the actions of President Bush
  • Commonality to have 3 countries on the evil side (WWII vs. current political situation)
  • Virtual globe spanning triangle
  • Explanation of the artwork itself
  • Online tool for Axis creation with similar connotations
  • What is expected of participant, what kind of interaction
  • Explanation of the program itself, e.g. databases
  • Commonality between users' choices
  • References
  • Aknowledgements
  • Caveats



Reading:
03/03/03
Interaction Design & Prototyping
  • Handspring's communicators merging between PDA's and cellphones -> design is a combination of both
  • Prototyping software -- assume only keys pressed
    Prototyping hardware -- tangible embodiments, not abstract; don't require navigation
    Hardware-software prototyping is challenging because it ``involves complex software functionality that needs to be integrated with customized physical controls and interaction"
  • Requires bringing together product design and product marketing -- two different organizations
  • Buck physical prototyping devise
  • Main compontents of hardware-software prototyping: Paper, Screen, Buck, Alpha
  • Paper prototyping: provides a visually explicit representation of a design
    User interface map -- a nonlinear story board of user interaction possibilities
  • Screen prototyping: in PowerPoint animation simulating the user's path to accomplish a task -- quick way of simulating interaction
  • Buck prototyping: more complete testing environment, can be evaluated formally with external users. Provides visual feedback associated with user behavior
  • Alpha Validation: software is used on functional hardware. Used to experiment with design issues as usage issues are identified. Participants are using their own data for extended periods of time
  • Prototyping: knowing goals, schedule for making a decision, what questions could be answered within a given prototyping medium
  • Issues captured with Buck: Two-handed use problems; Graphical connectiosn between the screen and the keys; Timing and feedback associated with the keyboard controls; Issues with button placement