UP!DATE
history
| 26/06 |
|
graduated |
| |
The project is
now finished, as are my Graphic Design studies. On the 23d of
June, i graduated cum laude as a graphic designer from St. Lukas Brussels.
You can find the people I have to thank for it at the home
page. |
| 19/06 |
|
signing off |
| |
That's it, i'm
finished. The project is now complete, I have my jury at the 23d, i will
probably post a last update to this site after that. There will be no more
design changes, though, the last version is the final one. You can view
it here. Thanks for
your time and your interest! |
| 13/06 |
|
complete! |
| |
The complete interface
is now finished. All content has been added and everything works as it should.
The project is now complete, all that's left is maybe some debugging here
and there. You can acces the files in the 'visuals'
section. |
| 09/06 |
|
adding information and refining |
| |
I've added more
information to the interface, and i've also added links back to the tutorial
and the PDF version in the 3D navigation. See it in action in the 'visuals'
section! |
| 07/06 |
|
adding information |
| |
I'm completing
the design of my project, and am now adding the content to the interface.
The first row of blocks in the final frameset already has accessible content,
which you can access by clicking them. The summaries are also present. The
blocks are all in the correct positions, too, and more or less have the
correct size. I've also refined the 3D navigation a bit, there is now visual
feedback when the user hovers over the top of the blocks. See it in action
in the 'visuals' section! |
| 01/06 |
|
new HTML layout |
| |
I've added a new
layout to the 'visuals' section, which corrects
some minor issues in the 18/05 upload. |
| 24/05 |
|
interview Agnieszka Gasparska added |
| |
I've added the
interview with Agnieszka Gasparska (Funny Garbage)to the 'text'
section. The interview is about webdesign and interface design in general. |
| 23/05 |
|
text corrections and interface tutorial |
| |
I've made some
corrections to the text of my thesis, and I've added some illustrations.
You can read it all in the 'text' section.
I've added a tutorial to my interface to the 'visuals'
section, which will be part of the intro to my project. |
| 18/05 |
|
new layout and full thesis text |
| |
The complete text
of my thesis is now available in the 'text' section.
This completes the textual side of my graduation project.
I've also added a new layout to the 'visuals'
section, with custom scrollbars (Netscape 4.x only, for now). |
| 06/05 |
|
Volkswagen Golf 3 case study added |
| |
I've added the
VW Golf 3 case study to the 'text' section. This
completes the case studies, basically. Corrections will of course be made,
but these texts will be the main part of the research section of my thesis. |
| 04/05 |
|
another HTML layout, and K10K case study added |
| |
I've added a new
HTML layout, one that has a Quicktime 4 intro. This already looks a lot
cleaner and tidier than the first (pre-beta) version, so i guess i'm on
the right track. Check the visuals section
for more info.
I've also added a new case study to the 'text'
section, about the k10k.net website. |
| 26/04 |
|
first HTML - pre-beta frameset |
| |
I've placed the
Flash navigation in a HTML frameset, and i've been working on the layout.
It's still in pre-beta, so fairly sloppy. But it's the first 'real' version
of the full layout. |
| 10/04 |
|
new Flash - fine tuning buttons and navigation |
| |
I've redesigned
most of the buttons in the navigation to make them more coherent, and i've
resized the movie to accomodate 800*600 resolutions. Check the visuals
section for the latest Flash movie |
| 07/04 |
|
new Flash - 2D navigation added |
| |
The 2D navigational
map has been added to the navigation Flash movie, which more or less completes
navigation. I'll start working on the total interface (with windows for
content, guide, summaries, etc.), which'll be mostly in HTML. |
| 06/04 |
|
new Flash - full 3D navigation |
| |
A fully functional
version of the 3D navigation. All blocks have titles and lots of new buttons
have been added. The cityscape is starting to look the way i want it to:
alive! |
| 05/04 |
|
'materials and method' text added |
| |
The 'materials
and method' section of my thesis has been added. This section explains what
I used to do my research and how I approached the subject of my thesis.
You can read all about it in 'text'. |
| 03/04 |
|
Desktop image for download |
| |
I've bought myself
a copy of Vecta3D 1.0, for converting .3DS models to Flash movies. And look
what i've made: a desktop image! |
| 03/04 |
|
new Flash - refining navigation |
| |
I've been trying
to tackle more Action Script lately, and i've had a lot of help from the
Flash-L mailinglist. Nonetheless, the Flash navigation took quite a lot
of debugging and rewriting. I've been working a lot on making this Flash
movie as flexible and update-friendly as possible, so i don't have to rebuild
it every time i add new text to my thesis.
I've put up two different versions in the visuals
section, one where lines 'grow' out of the blocks towards the titles, and
one where the titles just pop up. Imho, the second one is a bit cleaner
(no lines all over the screen), but i'm still working on it. There'll be
more on this, i guess :) |
| 22/03 |
|
I/O/D browser case study |
| |
I've added a new
chunk of text to my thesis. It's another one of the case studies i'll be
doing. This one is about an alternative web browser, called 'Web Stalker'.
You can read all about it in the 'text' section. |
| 21/03 |
|
'Total Annihilation' (RTS) case study |
| |
I've added a new
chunk of text to my thesis. It's one of the case studies i'll be doing.
This one is about the Real Time Strategy game 'Total Annihilation'. You
can read it in the 'text' section. |
| 05/03 |
|
interfaces in society |
| |
I've written a
new chapter of my thesis, about the broader social context of interface
design and the direction we're going in the future. You can read it in the
'text' section. |
| 27/02 |
|
even more advanced Flash |
| |
Yet another new
Flash-file in the visuals section. It is the
most complex thing i've ever done in Flash. The movie consists of a field
of blocks similar to the one in the 20/02 upfdate, which can be manipulated
in a variety of ways. The Flash movie uses variables to determine what it
should do when a user clicks a button. |
| 20/02 |
|
advanced Flash |
| |
I've added a new
Flash-file to the visuals section. This Flash
movie uses variables for more flexible and intelligent control of the block
and its summary. It's basically a refinement of the 03/02 update. |
| 03/02 |
|
fine-tuning Flash |
| |
I've added a new
Flash-file to the visuals section. This Flash
movie examines different ways of controlling the different parts of the
block, so the user can lower/rise both the block and it summary in the most
flexible way possible. Quite a challenge :). |
| 26/01 |
|
more Flash |
| |
I've added a new
Flash-file to the visuals section. It's pretty
close to how the final 3D navigation should look. The user can construct/deconstruct
the blocks himself. This type of interface will be used to access the information
in my thesis. |
| 20/01 |
|
interview with David Linderman and first interactive Flash |
|
I've added the interview
i had with David Linderman (Fork)
via e-mail. I've also added a first interactive experiment in Flash 4. Check
visuals for more details |
| 18/01 |
|
new 3D overview and new texts |
|
I've finalized the 3D
design, and i've added the 'motivation'
to the text of my thesis. It's a first draft, so it'll probably be corrected
or even dramatically changed in the final version |
| 13/01 |
|
new designs |
|
I've put some new designs on
line, including a 3D animation in Flash. I'm trying to figure out what the
best 3D representation is for my thesis. |
| 16/12 |
|
site online |
|
I've just placed this site online.
It's not really perfect yet, it still needs a lot of fine-tuning and the
text is a bit sloppy here and there. But all the information is there, and
that's a good start :) |
|
|
|
<<text>>

motivation
| introduction | materials
and methods | interview with Agnieszka Gasparska
| interfaces in society | conclusion
| interview with David Linderman (Fork)
case studies (research):
Total anihillation
I/O/D browser
k10k: 'the designer's lunchbox'
Volkswagen Golf 3
This is the complete text of
my thesis. I've already divided it up into sections, which will be represented
by the red blocks in my interface (see visuals
for more info)
Motivation
Problem/context
Since the advent of electricity, designers
of machines have had to actively design with the user in mind. And practice
shows that is not always the case. Many average users today have simply
reconciled to the fact that machines are just too complex for them. They
are, of course, wrong. Indeed, machines are very complex today, but they
still perform simple functions that everybody can grasp and understand.
It is logical that not everyone can operate a particle accelerator, because
its function is not universally understood. A VCR, on the other hand,
should be usable by everybody. It simply records TV programmes for later
viewing, a very simple function, which is only made more complex by the
machine itself.
Facts
Since the first Industrial Revolution,
the average complexity of our machines has increased dramatically. In
the same time interval, more and more people have started operating these
ever more complex machines. This has, over time, created a need for ease-of-use,
for user-friendliness. In the beginning of the Industrial Age, there was
little room for keeping the user in mind, it was considered spectacular
that machines worked at all, nobody cared if it was easy to use. That
doesn't necessarily mean they were hard to use, most pre-industrial and
early Industrial Age tools and machines were fairly simple in concept
and their working was very transparent. Take a bicycle, for example, nobody
needs a manual for a bicycle. In the early Industrial Age the machine
and its user interface were often one, there was simply nothing to design.
The complexity of machines gradually rose, and was boosted by the invention
of electricity. Electricity introduced a 'mysterious power' that could
make things move, buzz, light up, etc. Electricity is quite an abstract
concept, which can be hard to grasp. The first major gap between user
and machine was created by electricity. The relationship between user
action and machine reaction was broken, intuitivity was gone. This is
where the need for user interface design arose.
The home and personal computer were the next step in the alienation between
man and machine. The inner workings of a computer are extremely abstract
and are impossible to visualise. Through miniaturisation, its parts have
become very delicate and complex, which makes it undesirable that the
user manipulates them directly. Here, there was a real need for a user
interface. Without a user interface, a computer can not be operated at
all. In fact, the first home computer, The 1975 Altair 8800, had flip
switches for input and a row of LEDs for output. It didn't really do anything
at all. This is an extreme example, but most of the early home computers
were only usable by people who were willing to spend a lot of time learning
how to operate these new machines.
That all changed when Apple released the first Macintosh. The first commercially
available computer with a graphical user interface (GUI). Its goal was
to bring the power of computers to everyone, not just programmers. Although
the first Macintosh almost bankrupted Apple, the graphical user interface
would become a success that boosted sales of personal computers. The GUI
made using a computer intuitive and easy to understand. You didn't need
to memorise a 500-page manual full of commands to use it. It meant that
anyone could use a computer. And all that credit is due to the interface
design. The machine itself is, up until today, basically the same. The
success of the GUI proves that user interface design has become hugely
important for the commercial success of any product, not just personal
computers.
Because of miniaturisation and the ever more complex nature of modern
technology, the functioning of most new machines is very abstract and
not immediately apparent to the average user. This means there is a need
for more and better user interfaces, devices that translate the user's
commands to the machine and the machine's output to the user. In fact,
modern user interfaces are machines themselves, designed as translators.
Rarely do users directly manipulate the machine today. Their input is
instead fed into an interface and then translated to the machine. Most
machines have some sort of (LCD) display that translates the machine output
to something the user can understand. The impact of the GUI is clearly
visible in the displays found on many electronic devices we use today.
They all have icons, buttons, scrollbars, etc.
Personal
User interface design is not regarded
as a very important design field, especially in website design and software
design in general. It is often regarded simply as an extension to more
traditional graphic design. Something decorative and of secondary importance.
Of course, nothing is farther from the truth.
User interface design for software will be a very important factor in
the next century, when it will have a great impact on how people use just
about any machine. Even now, interface design is becoming ever more important
and large corporations are starting to see the competitive edge that good
interface design can give them. This is good news for all interface designers
around the globe, but it is much more than just that. It signifies a shift
in the way we design and build our machines.
The fact that user interfaces are so important today and will be even
more important in the future, while at the same time their design is often
neglected and not given due attention, has made me choose this subject.
A lot has been written about user interface design, but I found most of
it too conceptual and sometimes even dreamy. There are surprisingly few
schoolbook-type publications on user interface design. Maybe because it
is a design field that is fairly young and doesn't really have any established
experts who'd rather write books than design interfaces themselves.
I hope this thesis will provide computer interface designers with some
new perspectives on their work, or at least will give them new inspiration.
It has been written with that idea in mind. This thesis is no how-to guide
to interfaces, it is a study of user interface design today, with an emphasis
on web site design. I do have the ambition, however, to make it usable
for user interface designers out there in the real world. Usable as a
guide, a reference work that contains the basic parameters.
Introduction
- what is an interface?
Problem/context
In order to write about interfaces, one
has to know what an interface is, exactly. A basic requirement, sure,
but hardly a simple one. As it seems, there is no clear, generally accepted,
definition of what an interface is. There are literally hundreds of definitions
circulating, all vaguely pointing in the same direction, but without a
really unified core.
First of all, the term 'interface' is extremely broad and open to interpretation.
'Interface' is basically a homonym, with a lot of different meanings in
a lot of different contexts. It is used in every scientific field where
human-machine interaction is a subject. Its origins lie even further,
as the following excerpt from The New Shorter Oxford English Dictionary
[3] illustrates:
- surface
at which two portions of matter or space meet (ca.1870-1899)
- means
or place of interaction between two systems, organisations, etc.; a
meeting point or common ground between two parties, disciplines, etc.
(ca.1870-1899)
This is the basic definition that covers the essential meaning of 'interface'.
It reaches beyond human-computer interaction, it covers basically any interaction
or contact between two parties. It could just as easily be applied to the
interaction between driver and car as to readers and books or viewers and
TV's. It has no false limitations, but instead gives the term 'interface'
a tangible meaning.
This definition also indicates that interfaces are always between two different
environments. There is no such thing as the interface of a computer
program, it is always between the software and the user. This definition
tells interface designers once and for all that it takes two to interface.
The Oxford Dictionary also uses the phrase 'common boundary', which, in
turn, is very important. An interface encompasses some sort of common ground,
something that is mutually understood. In computer interfaces, an example
can easily be found in the evolution from command-line interface to the
desktop metaphor we know today. In the case of the command-line, the common
ground was language. The user could more or less understand the words and
phrases the computer displayed, and the computer could interpret the text
input from the user. In today's desktop metaphors, the common ground has
broadened a lot. In addition to language, we can now communicate with computers
through more visual means, like icons and windows. The computer knows which
icon is associated with which file type, how many windows are open and how
they are stacked, and so do we, the user.
Steven Johnson, in his book 'Interface Culture' defines 'interface' as 'software
that shapes the interaction between user and computer,
a kind of
translator' [1]. Note that he uses the terms 'software' and 'computer',
limiting the possible applications for his definition. This definition implies
that interfaces are always pieces of software running on a computer, used
for facilitating interaction with the computer. Throughout his book, Stephen
Johnson maintains the emphasis on computer interfaces. He focuses mainly
on computer interfaces in a historical perspective and provides a possible
scenario for the future.
In Nicholas Negroponte's 'Being Digital' [2], no definition is even mentioned,
although the book contains an entire chapter titled 'Interface'. One might
call his subtitle for this chapter a definition, 'Where people and bits
meet', but it would be a very vague one.
Materials
and Methods
Problem/context
I will approach the subject of user interface
design via two main routes. The first is literature; books and articles,
websites,... on user interface design and design for the web in particular.
The second route is analysis of the current state of events in the field
of computer user interface design.
Together with my promoter, I have assembled a list of works written by
authorities in the field. I regard these as basic information, providing
the essential background to performing a study in user interface design.
In addition to that, I try to keep as up-to-date as possible on the subject,
by reading magazines, checking the web, subscribing to online mailing
lists, and generally by staying in touch with people in the field.
The second route is analysis of the subject. Because this thesis is part
of my graduation project, there is an interaction between practice and
theory where I can test my theoretical findings to the practice of my
interface design. The website [9] I created about my project is an online
logbook of this process. In addition to this form of self-study, to broaden
the scope of this text, I have also conducted a number of case studies.
These are not limited to the web, or even computer user interfaces, but
also include a study of the user interface of the Volkswagen Golf (Rabbit
in the US) III car. I am a firm believer in interaction between different
specialisations and professions, and am convinced that cross-breeding
between all different types of user interface design can result in true,
productive creativity and originality.
Additionally, I have also conducted a survey among designers in the multimedia
field and I have interviewed a few of them more extensively.
The problem with the survey was that not enough people I contacted reacted,
so it isn't representative at all. In addition to that, some of those
that did respond, provided useless results, with some questions unanswered
or not filled out correctly. The total number of usable results was about
twelve, so I made the decision not to use the (limited) results of this
survey.
The interviews suffered from similar problems. First, I interviewed David
Linderman (Fork Unstable Media [11]), which proved to be a waste of time.
Most of my questions were answered with a simple 'yes' or 'no', while
they were not yes-or-no questions, other answers were completely off-the-wall
and didn't have any relevance whatsoever. No usable answers, so I didn't
use it.
Because this first interview failed miserably, I interviewed Funny Garbage's
[12] Agnieszka Gasparska. She was very very busy, and got sick on top
of that, so her answers only came in hours before the deadline. I managed
to move the deadline, to incorporate her interview, which I think is a
very valuable addition to this text (a lot more valuable than Mr. Linderman's
reply, at any rate).
Facts
With each case-study, I explain why I chose that particular design and
what it contributes to my thesis. I also explain what it is, how it functions,
who made it and give some broader context to put it all in perspective.
Finally, I summarise shortly the findings of the case study in question.
In these case-studies, I explore the different aspects of user interface
design, trying to give as complete an overview as possible of what is
achievable and what is being created today.
In the conclusion of my thesis, I summarise the conclusions of my case
studies and literature study and formulate a general conclusion of the
entire research process. This conclusion is given a real-world identity
in the interface to the text of my thesis. This interface should ideally
be a perfect representation of my research results. Because of technical
and time limits, it will probably be just an approximation of this, but
I hope it will be valuable as a research experiment.
Personal
By using case-studies, my text will have
a real-world resonance and won't become too philosophical. It also makes
it much more readable and 'alive', because it is based less on dry theoretical
literature and more on practical examples.
Research
case study: I/O/D 4 browser
[7]

Problem/context
The I/O/D browser is a browser unlike any
other. On a technical level, it does what you'd expect any browser to do:
view web documents. But the way in which it does that is radically different
from anything Netscape or Microsoft has ever produced. I/O/D confronts you
with the fact that it's the browsers that shape the web, not the sites themselves.
The code of the pages on a site are just an indicator of what a browser
will render on screen. Newer technologies such as Macromedia Shockwave and
Shockwave Flash are an attempt at creating uniformity in the virtual world,
but since HTML is still the basis of most information on the web, I will
ignore them in this case study (incidentally, I/O/D ignores them too).
Facts
Web documents are generally written in
HTML, which is a markup language. This means that the client decides how
it will translate HTML tags to the screen. It has always been the Holy Grail
of webdesigners to have a site that looks identical on all browsers on all
platforms, since this is not at all a given fact. I/O/D does away with all
that, it's very individual about how it renders what it finds on the web.
In fact, I/O/D is largely useless as a browser in the traditional sense
of the word. It is an experiment, a visually stunning technological experiment.
You might even call it work of art, a comment on the WWW.
Visually, I/O/D is quite a leap from any other usual piece of software,
were it only because it starts up with nothing but a completely black window.
This window invites the user to do something, to 'fill the void', so to
speak. By dragging the mouse in the window, the user can create white rectangles,
which can then be given a function. There are six functions in total. The
manual gives the following explanation:
The six functions are:
Crawler
Map
Dismantle
Stash
HTML Stream
Extract
Crawler
function:
The Crawler is the part of the Web Stalker that actually links to the
World Wide Web. It is used to start off a web session. The Crawler window
shows the current status of the Web Stalker.
how to use it:
Open a window. Turn the window into a Crawler by opening the pop-up menu
and clicking the right mouse-button. From the menu, choose the function
'Crawler'. In the window a bar will appear split into three equal sections.
Open the pop-up menu again. It will list three choices: 'Open URL', 'Stop'
and 'Close'.
To start a new web session choose 'Open URL'. When the dialogue box appears,
type in the address of the site that you wish to access. Once it has been
typed in correctly, press 'Return' or click the cursor on the button in
the window. The Stalker will then open your Internet connection and access
the site. You can also use this function to go to a different site whilst
you are already online.
If you have difficulty in opening up the Internet connection from the
Web Stalker, try opening a net connection first and then opening the Crawler.
When you want to finish a Web session, choose 'Stop' from the pop-up menu.
To close the Crawler window choose 'Close' from the pop-up menu.
The dot moving across the split bar shows what stage the Crawler is at.
The first section of the bar shows the progress of the Net connection.
Once connection is made and a URL is found, the dot jumps to the next
section of the bar. The second section displays the progress of the Web
Stalker as it reads through the found HTML document, looking for links
to other URLS. The third section of the bar monitors the Web Stalker as
it logs all the links that it has found so far.
Map
function:
The Map maps the links between HTML documents. It shows references to
individual HTML documents as circles and the links between them as lines.
Sites with more links to them have brighter circles.
how to use it:
Once a Web session has been started you can begin to Map it.
The Map starts at the first URL opened by the Crawler and then moves through
all the links from that site, then through the links from those sites,
and so on.
To see the URL of an HTML document, and hence its likely contents, click
on the circle. The URL will be displayed at the top left of the Map window.
So that you can keep track of the previous HTML document you clicked,
another circle will appear inside it.
To read the text of a specific HTML document, drag the circle into an
Extract window, (see below).
If you right-click in the Map window to get the pop-up menu, you can choose
to 'Save' the map of HTML documents. A saved Map can be read off-line.
The name of your saved Map file, will be appended with '.iod'. This '.iod'
format enables the Web Stalker to distinguish these Map files from other
file types. The saved file will contain all the information regarding
URLs and links that are needed to re-draw the Map at another time.
You can open a saved Map file into the Map window at any time by choosing
the 'Open' option from the pop-up menu.
If you go back online with a saved Map, there is a slim chance that some
of the sites will have changed. If the URL cannot be located by the Web
Stalker, you will get a message such as 'File not found' back from the
server, or 'Connection cannot be established'. These will appear in the
Crawler window.
Dismantle
function:
The map shows HTML documents and links between them. The Dismantle window
is used to work on specific URLs within HTML documents. URLs at this level
will be specific resources such as images, email addresses, sound files,
downloadable documents, etc.
how to use it:
Open a window. Open the pop-up menu by right-clicking the mouse. From
the menu, choose the function 'Dismantle'. Clicking and dragging a circle
from the Map window into the Dismantle window will display all URLs referenced
within the HTML document you have chosen. These resources are also indicated
by circles. Clicking on any of these circles reveals the URL of the resource
as text in the top left hand side of the Dismantle window.
You can save these references to resources on the Net by clicking and
dragging them into a Stash window described below.
Stash
function:
A flexible way to save the URLs. The Stash provides a document format
that can be used to make enhanced records of web use. It can even be read
by old-style web 'Browsers'. Stash files can be passed around as a seperate
document between different users so that you can share information on
web resources.
how to use it:
Open a window. Open the pop-up menu by right-clicking the mouse. From
the menu, choose the function 'Stash'.
When you want to add a URL to a Stash, drag it from the Map and drop it
into the Stash window. It will then link to any other URLs in that Stash.
To save a Stash, choose the pop-up menu from the window by right-clicking
the mouse and choosing, 'Save'. A dialogue box will appear asking in which
folder you wish the Stash to be saved.
To open a previously saved Stash, open the Web Stalker and make a 'Stash'
window. Choose 'Open' from the pop-up menu and choose the saved Stash
you want to use. Stash files will be appended by '.stx'
You can save the Stash as an HTML file if you choose 'Save as HTML' from
the pop-up menu. This will allow you to read or publish the Stash as a
Web 'page' of links which can be read by Web 'Browsers'. To open a Stash
in a web 'Browser', open the 'Browser' first and then use the 'Open File'
or 'Open Page' option under its File menu.
You can have several Stash windows open at once. (This is useful to make
seperate resource documents for different subjects during one web session
for instance).
HTML Stream
function:
Shows all of the HyperText Mark-up Language, (the computer language that
describes the content and links of the World Wide Web) as it is read by
the Web Stalker.
how to use it:
Open a window. Open the pop-up menu by right-clicking the mouse. From
the menu, choose the function 'HTML Stream'. You only need one HTML Stream
window open at once.
You can close the window by choosing this option from the pop-up menu.
Extract
function:
Shows all the text from a URL. Use your Map or Stash windows to get to
these URLs.
how to use it:
Open a window. Open the pop-up menu by right-clicking the mouse. From
the menu, choose the function 'Extract'. You may have more than one Extract
window open at once.
To Extract the text from a URL click onto a circle illustrating that URL
in the Map window. Drag it from the Map into the Extract window. It will
then open up as a text file.
The Extract window has a scroll bar which can be used to move up and down
the text in the normal manner. Text in the window can also be saved. To
do so, open the pop-up menu again by right-clicking the mouse in the window.
You can close the window by choosing this option from the pop-up menu.
Now, it is essential that each window can be given any of these functions.
The user first creates the window and then assigns it with a function. This
is a radically new concept in software interface design, it is in many aspects
even an inverted version of how a software programme is usually organised.
Personal
One of the most interesting functions is
the 'Map' function. This function displays a sort of 'sitemap' in the window.
It starts from the first page it finds on a url the user has provided, and
then starts tracing the links. It builds a web-like map as it finds more
and more linked pages, ultimately resulting in a star-like cluster of nodes,
each node representing a single document. The user can then drag one of
these nodes into another window to perform a function on it (such as the
'Extract' function). So, this map becomes some sort of starting point in
the I/O/D browser. The map functions as an 'invitation' to explore the site
it represents. It challenges the user to find out what that lonely little
dot that sits there by itself is. It gives a sense of power, of being able
to oversee it all. The surprising thing is that I/O/D doesn't use any amazing
new technology for this, it's just a Director movie that uses standard HTML
pages found everywhere on the web. It interprets the code almost to the
extreme while at the other hand, it doesn't interpret at all, it just represents
the links between documents. It goes to show that browsers are nothing but
the glasses through which we see the web. In fact, the web is just a collection
of ASCII text files, with some binary files scattered here and there. The
web contains nothing but raw information, which is translated to the user
via software. The I/O/D demonstrates this in a very clear way. It reveals
that, as Erik Davis puts it in 'Flame Wars' [6]: "..., complexity space
is complexity space any information system, when dense and rigorous
enough, takes on a kind of self-organized coherence that resonates with
other systems of complexity".
case study: Total Annihilation RTS game (Cavedog
Entertainment, 1997) [8]

Problem/context
A computer game is different from any other
computer interface in that it should make things hard, not easy. Its objective
is, in a way, exactly opposite to that of most interfaces. That might seem
simple enough, but it's often a very thin line. As Donald Norman [4] puts
it:
As you might imagine, making things difficult is a tricky
business. If a game isn't difficult enough, experienced players lose interest.
On the other hand, if it is too difficult, the initial enjoyment gives
way to frustration. In fact, several psychological factors hang in a delicate
balance: challenge, enjoyment, frustration, and curiosity.
This is why computer games are an interesting subject: they stretch the
whole concept of interface design and experiment at reshaping it. Maybe
this is why many radically new interface elements are often first discarded
as toys or gadgets. (a lot of die-hard computer users thought of the first
Macintosh's GUI as a toy, usable only for complete beginners [1])
Facts
Total Annihilation fits in the Real Time
Strategy (RTS) genre, which was born together with Dune 2, in the early
nineties. An RTS game is a combination of arcade-type action and tactical
and strategical insight. The object of most RTS games boils down to destroying
your opponent, no surprises there. But in RTS, the player has to do more
than just point a gun and shoot. One has to collect resources in the playing
area, and use them to build vehicles, structures, train soldiers, etc. It
is the objectove of most RTS games to, essentially, build a better army
than your opponent, and preferably being faster at it.
Most RTS games have a more or less linear mission structure, where each
mission takes place in a different playing area (map), and victory leads
you to the next mission. The opponent in an RTS game can be either the computer's
AI or a human opponent (usually via the Internet or a LAN). Not all RTS
games are limited to two players, especially since the advent of multiplayer
games over the Internet, as many as 10 people can join in one game.
The view a player has of the playing field is generally top-down, or at
a slight angle. This main view only covers a small area of the total playing
field, the player cans scroll sideways or up and down to view the rest of
the playing area. Usually there is also a small 'minimap', which is a small
stylised overview of the total playing field. This basic layout has remained
virtually unchanged since Dune 2, with only minor adjustments.
Total Annihilation is, in many aspects, a typical RTS game. One could call
it an 'updated' version of Dune 2, which looks quite dated today. Total
Annihilation was, and still is, a very popular game. It does exactly what
an RTS game should do: provide the player with a lot of different options,
so the outcome of a battle is often very unpredictable. On the other hand,
it does provide ease-of-use and a lot of tools for managing a large army
and base, so the amount of mindless pointing and clicking is reduced to
a minimum.
The game is constructed out of a series of missions. The player chooses
a side either Arm or Core- and then proceeds to the first mission
for that side (the missions for each side are different to an extent, although
there are similarities). The player gets a full mission briefing first,
with a short introduction to the general storyline of the game and an explanation
of that mission's objectives (most of the time, the objective is simply
to wipe out the other side, but sometimes the player has to build a certain
structure or capture a location in order to complete the mission). Then
the actual mission begins.
The main screen is taken up mostly by a top view of the battlefield. At
the top of the screen, two status bars can be seen indicating the levels
of metal and energy the player has. These two resources are needed to build
structures and vehicles. In the top left corner of the screen is the 'minimap',
a small representation of the total battlefield. A small yellow rectangle
in the minimap indicates the portion of the playing field that is visible
in the main window. Below the minimap are the 'build' and 'order' menus.
Depending on the type of unit selected either one of these or both of these
menus are available. Some units can build and move (construction vehicles),
while others can not build (tanks, artillery,
) or can't move (construction
buildings). Generally, all buttons are visible, but the ones that have no
function with the given unit are greyed out. Further indicators in the main
screen show the energy/metal consumption for the selected unit and its level
of damage.
Personal
The way in which the controls are organised
in Total Annihilation shows the designers knew very well what they were
doing and had an understanding of what game interface design is all about.
First of all, the entire interface is geared towards the object of the game:
winning the mission. The player is not frustrated by clumsy controls and
'hidden' information. Everything is made as easy and as accessible as possible,
the real challenge is where it should be: on the battlefield.
The game also offers tremendous depth and an almost infinite array of possible
scenarios. Where most RTS games focus on traditional land units such as
tanks, jeeps, etc., Total Annihilation gives the player access to a large
amount of airborne units and sea units. Later versions of the game even
include the possibility of building an entire base on and under water. The
unit structure of Total Annihilation is also completely customisable. The
game designers have included the possibility of adding new units and modifying
existing ones. This has spawned many websites offering new and improved
units for Total Annihilation, almost like real arms dealers. It also allows
for shifts in gameplay and changes in how players will fight certain battles.
Just like in real warfare, a single new type of weapen can change the rules
of war. And the remarkable thing is that all of this is uncontrollable by
the developers of Total Annihilation, it is al in the hands of the player
community. Just like Quake II and III, this game has been taken over by
the Internet community.
The open structure of this game has made it a typical example of how the
Internet transforms the way we develop and use software in some sort of
Darwinian environment. Not everything is engineered anymore, developers
only create the first 'seed', after which a whole community of users hacks
into it and continually changes it. It's very remarkable how customisable
and flexible games like Total Annihilation and Quake II and III keep getting
played years after they were released, while other, more rigid variants,
die out after the initial fascination is gone.
case
study: K10K, 'the designer's lunchbox') [10]

Facts
K10K (Kaliber 10.000) is a web-based
magazine, featuring graphic designers from all over the globe. K10K publishes
weekly 'issues', which are basically small websites or web-based design
projects by individual designers. The issues vary greatly in style and
size, but they all have to qualify by the high standards set by the two
owners of the site. The site has three main sponsors: Apple, Information
Highway (who do the backend) and Netburauet Araneum (their host).
The site is managed by a core team of two people, who call themselves
'token' and 'msschmidt'. Apart from them, there is an entire team of people
working on the backend, and of course the designers featured in the weekly
issues.
The Kaliber 10.000 site has more to offer than the weekly issues, however,
and has the look and feel of a graphic design portal site. It has an ongoing
[on]display exposition, where basically anyone can submit their desktop
images, an online store where you can order their merchandise, and an
e-mail newsletter you can subscribe to. The homepage also has a number
of smaller items, such as the 'kaliberkam' and special features.
The site has a powerful backend and most content is generated dynamically
via an SQL database. This allows it to be very huge indeed, with browsable
and searchable archives of just about everything. There is also a lot
of javascript to be found on the K10K site, with custom scrollbars and
rollovers. Flash or Shockwave are not used in the K10K site itself, but
do crop up regularly in the weekly issues.
Personal
The site looks very clean and crisp,
and seems to have a strong affinity with the 'pixel' look, reminiscent
of old-school arcade games. Small visual jokes and animated gifs like
the 'kaliber kam' ensure the design looks fresh and alive. This style
offers a look that's very different from more traditional portal sites,
which suits the objective of its creators. The site is not designed from
a purely utilitarian perspective, which makes it a fun experience.
It is immediately apparent when one views the site's homepage, that it
is almost entirely dynamically generated from a database. The page does
not look rigid, but is divided in several 'modules', that are stacked
up and next to each other. The page is divided into several columns, which
are in turn divided in 'windows' or clearly separated rows. This allows
for easy updating and altering of content, and at the same time gives
the site a dynamic look.
The Kaliber 10.000 site is a great example of a web site that excells
both technically and designwise. It demonstrates that one does not necessarily
exclude the other. It's also a look into the future of magazine publishing,
with its weekly issues of featured designers. These issues are the core
of the site, everything else is structured around them. But the site is
not limited to the issues alone, it also has an online store, a desktop
exhibition, a browsable archive, and other extras. This is how the future
of publishing looks: sites that offer a lot of content, based around a
central theme or product. Not just a few hyperlinks, but genuine additional
content that creates a true multimedie experience.
Volkswagen Golf 3 (dashboard and controls)

Facts
Since its conception in the 1970's, the
VW Golf was one of the most popular cars available. It intruduced the
hatchback concept and provided affordable and reliable transportation.
It also saved the Volkswagen company.
There have so far been four generations of this car, more or less updates
of the same basic concept. The one i discuss here is the third generation
model, which dates back more or less ten years and is still a common sight.
The basic VW Golf 3 is doesn't have a lot of bells and whistles. The dashboard
design is fairly plain and common, designed to be practcal more than beautiful.
The locations of most controls are similar to those of other cars, with
only slight differences. This ensures that users who are new to this particular
car, but have driven before, can benefit from their experience.
This does not mean that the only guideline for positioning the controls
is that set by other cars. Visual clues and mapping, intuitivity, logic,
etc., are also very important in determining which controls go where and
what size or shape they should be.
One example might be the steering wheel. It seems like the most straightforward
and simple solution to the problem of controling the car's movement, but
it's a lot more compex than that. History shows that at the dawn of the
automobile, designers and engineers struggled and experimented a lot with
different devices for the steering control. Levers, handles, sticks, and
many more exotic designs came and went. Finally, the steering wheel, as
a totally new concept emerged, and survived until today. It's easy to
use, doesn't impair the user's movement and technically simple. It's more
or less the perfect steering device. And that's why no one gives it a
second thought, it's so familiar and easy that anyone can use it. Most
controls share a common background of decades of experimentation and trial-and-error
before eventually reaching their final status.
This historical context, which software interfaces moslty lack, allows
for a meaningful analysis of how the controls are postioned and how the
whole interface is conceptualised. They have stood the test of time and
have proven that their design works for the majority of users, which is
very valuable information.
Most controls on the VW Golf 3 dashboard are grouped in a logical manner.
Ventilation, lights, visual feedback, ... all have their specific areas
on the dashboard where they can be easily and intuitively accessed. This
grouping is inevitable in a design as complex as the dashboard design
of a car. The human brain can only store seven to eight 'digits' of information
in the short-term memory, which means interfaces with more than this number
of controls can disorient the user. The solution to this problem is grouping
controls into a logical organisation. This creates a 'shortcut' for the
user, who now only has to store the outline of the interface in the short-term
memory, and can still locate the right controls or readouts.
The positioning of these groups is determined by teh frequency of their
use. Controls that are used most often, are closest to the steering wheel,
and those that are used less often are further away. The dials and LCD-display
that provide information about speed, mileage, rpm, etc., and the warning
lights, are located above the steering wheel so the driver has them in
his field of vision most of the time.
Not only the positioning is important, also the shape and size of the
controls. There are basically four main different types of controls: turnable
dials, scrollers, push-buttons and levers.
The turnable dials are used for controlling the headlights and ventilation,
where different 'modes' can be selected. They have a round shape and a
handle, both hints at how they can be operated.
The push-buttons are more or less rectangular and flat, which indicates
they should be pushed. They are used for functions that only have two
modes or for toggle-functions, such as electrical windows or the airconditioning.
A notable detail is that the turnable dials have icons positioned above
or around them, where the push-buttons have the icons in the pushable
area of the button.
The scrollers are used for gradually controlling the seat heating, the
level of the headlights and the lighting level of the display panels.
They bulge slightly out of the dashboard, and have a small rounded frame
around them, so it becomes clear how to operate them.
The levers are all positioned around the steering wheel and control the
windscreen wipers, headlights, indicator lights and cruise-control. These
are the most frequently used functions, which explains why they are so
close to the steering wheel. The shape of the levers allows the driver
to control these functions without releasing the steering wheel, which
could be dangerous. Furthermore, it would be extremely cumbersome for
a function like the indicator lights to be located out of the driver's
immediate reach. An additional advantage of the levers is that they can
be operated in a large variety of ways, which allows many functions to
be combined on one single lever.
There are also, of course, the pedals, gear shift and handbrake. These
are all more particular controls that have limited relevance to the point
I am trying to make, so I will not discuss them.
Personal
The VW Golf 3's interface is not a bad
design at all. It has some flaws here and there, such as a slight inconsistency
in how the lighting controls are organised, but overall it is very straightforward
and easy to use.
The downside is, of course, that this interface is extremely dull and
plain. It is practical to the extreme, testimony to the German origins
of the car. However, I don't think practicality and aesthetics necessarily
contradict eachother. The bluntness and lack of subtlety in this car's
interface have nothing to do with practicality, they just indicate that
not a lot of attention was paid to making it all look good aswell. A more
imaginative and developed interface design could even enhance the usability
of the car, in making it more accessible. The Volkswagen Golf 3 is clearly
a driving machine, not an artwork on wheels.
Context
I selected this particular model, because it is one of the most common
cars on European roads. It has a very broad user base, which makes it
and interesting subject in terms of usability and interactivity.
I will not discuss the entire car in this case study, but instead will
focus on the design of dashboard and controls. The dashboard design of
a car might seem like a leap from computer interface design, but I think
a lot of parallels can be found.
The basic idea is the same: control and guide the interaction between
man and machine. Visual information and feedback is equally important
in both fields, as is guiding the users intuitve impulses and logical
reasoning.
The main difference is that a car is near 100% hardware, where a computer
program is near 100% software. Examining this difference and how it lets
designers find different solutions for common problems is a key goal of
this case study.
Another key difference is the audionce for which both types of interface
are intended. Most cars are designed to be driven by basically anybody,
within broad parameters. They should be simple enough for most people
to comprehend, after some basic training. Software programs have a different
status. Only in the last decade or so have home/personal computers reached
a true mass audience. Initially, they were designed for a specialised
audience, specially trained to handle and operate them. A lot of current
software programs still carry this legacy and are not as transparent and
straightforward as they should be. Software designers have only had about
ten years to build up experience in designing for a mass audience and
are still learning.
The relationship between the similar context and goals and the radically
different situations of the VW Golf 3 dashboard design and software interface
makes this car an interesting subject, since it can give new insights
and be a powerful source of inspiration.
Interfaces
in society
Problem/context
In the last quarter of a century, interface
design has become an ever more important part of society. As our machines
and tools become more complex all the time, there is a growing need for
more potent user interfaces, which can translate the inner workings of
the machine to the user. Because machines are becoming more complex as
technology advances, their user interfaces need to bridge ever greater
gaps between machine and user. Interfaces are becoming easier, while the
machines they operate become harder.
The development of user interface design has been greatly influenced by
the development of the personal computer. In fact, a lot of machines we
use today are in some way variations on the computer theme (pocket calculators,
cash dispensers, vending machines, stereos, cellular phones,
).
The input-processing-output model has proven to be a useful model for
a whole variety of appliances. A basic computer has no generic function,
it just computes. It gets a function because someone writes a programme
that uses the computer's calculating power and interprets it. This means
that computers are very flexible machines, you could use them for virtually
anything, if you provide them with the right in- and output organs for
the job. It is in fact the software that does the real work, not the computer.
It's the software that allows for user input, does something useful with
it and generates output. This importance of software means that interface
design is one of the most important factors in how people use machines
today and certainly in the future.
Software programmes rely on quality interface design more than anything
else. A hammer is a hammer, its shape is determined by its function, but
a software programme is, in a way, shapeless. It is completely virtual,
it has no material incarnation, which means that an interface designer
can determine to a great extent how a programme works. Colours, shapes,
size, functions, sounds, buttons,
can all be custom-designed. In
fact, they have to be custom-designed.
The user interface determines how people will operate a machine. It provides
the user with certain information and holds back other information, so
it becomes clear how the system can be manipulated. This means that a
perfectly good machine with a bad user interface will be perceived as
a cumbersome piece of equipment, people will think it is a bad machine.
For the user, the interface is the machine, especially with computer
programmes. This means interface designers have a great responsibility
towards manufacturers and consumers. Not only can a badly designed interface
affect sales or overload the customer support service, it can even be
dangerous. Badly designed control panels for nuclear power plants or aeroplanes
can cause serious accidents, which are afterwards usually blamed on 'human
error' [4]. So interface design is not purely esthetical, it's not just
about picking the right colour or sound for a button.
Technology has taken quite a few leaps since WWII, up to the point where
a lot of technology we use every day is, in fact, 'invisible', we have
no visual clues as to how it works. Microwave ovens are a typical example,
but also cellular phones, personal computers or compact discs. In fact,
the transition from vinyl records to CDs is a good example of how miniaturisation
and hi-tech can make technology more invisible and less straightforward.
Have a look at this comparison table:
| Vinyl
record |
CD |
|
|
| The disc
is visible when it's playing |
Disc is
generally hidden within the player device |
| The user
puts the needle on the groove |
The disc
is inserted in the player and the machine takes it from there |
| The progress
of the needle is clearly visible and it's easy to see if a record
is just beginning or has nearly ended |
The user
can't see where the player is extracting music from the CD. The only
indication is the track nr. and, with most players, the remaining
tracks which are displayed on an LCD screen |
| The groove
on a vinyl record is visible |
The holes
in the CD's surface are invisible, the only thing the user sees is
a rainbow-like reflection |
| A record
player does not have an LCD screen that displays information on the
status of the player |
The LCD
screen of a CD player is the only source of information the user has.
It can display time remaining, time played, number of tracks, current
track,
|
This is a perfect example of how the gap between people and the technology
they use is becoming greater with the advancing complexity of electronic
equipment today. This is, of course, inevitable. As technology gets more
complicated, people will lose track. The only way to bring it back in
touch is to use older and/or simpler technology. But in most cases, that
is not an option. And anyway, do people have to understand exactly how
a machine they use operates?
This is not the problem, the real problem is giving people a good 'mind
view' of how a given system operates, so that they can predict the outcomes
of actions and the system becomes transparent. This user's model [4] provides
the user with a logical scheme of how the system operates and allows him
to use it more intuitively (as opposed to just learning how to operate
it).
Now, this user's model can be completely different from the way the system
really handles user input, all it has to do is make sense. This is especially
true in the computer world, where everything is virtual. All an interface
designer does, essentially, is provide the user with a conceptual model
of how a programme works. A perfect example is the Graphical User Interface
(GUI), as used in Windows and MacOS. It is nothing more than a visualisation
of how a computer works. Beneath this top layer of windows and icons,
computers work with ones and zeroes, tiny pulses of electricity, nothing
more. The GUI is a carefully constructed model, designed to give the user
more clues as to what he is doing. It is not reality, it's just a model.
Personal
Although the GUI has opened up the world
of computers to the mainstream community, the philosophy behind it also
has a darker side. If the user's model of a system does not have to correspond
with reality for it to work, then that means a whole spectrum of illusions
can be created and cultivated. The freedom that the virtuality of the
digital world provides, can be perverted into a prison, it can be used
as a control mechanism.
The success of a completely virtual character as Lara Croft, the heroine
of the computer game series 'Tomb Raider', indicates that it is possible
to create a pseudo-reality, completely engineered and designed, and to
get away with it. The movie 'The Matrix' provides an extreme view of how
this might change the world we live in. It is probably not going to become
a reality, but 'The Matrix' gives an indication of what could be possible.
In my opinion, the virtual and the real will start to coexist and get
entangled in the near future. We already have Lara Croft, virtual Japanese
singers, on-line 'personal assistants' and robotic dogs, the next step
is that these creations will become as real as reality and computer-generated
people will be 'more human than a human' [5].
Even today, an increasing number of people spend a substantial amount
of their time online, plugged into the Internet. The virtual world of
computers and the invisible 'space' of the Internet, has become a part
of their reality, of their world. As more and more powerful computers
start generating a new layer of reality, the older ones will become buried
increasingly deeper. We will have modified nature itself, and created
an escapist, 'censored' version of reality. And it will be normal.
Interview
with Agnieszka Gasparska (Funny Garbage)
What direction where you
going in college, and how did you decide to become a (graphic) designer?
When I came out of high school I wanted
to study Science or Math or something academic like that, but I got a
full scholarship from the Cooper Union for Art and since it was an amazing
opportunity and the school was renowned for its Engineering and Architecture
programs as well, I felt that I wouldn't limit any of my possibilities.
On the contrary. So because I had never planned on seriously pursuing
anything purely artistic before, I went through Cooper trying everything
that interested me to take full advantage and see what would happen. I
took painting, photography, sculpture, typography, motion graphics, interactive
design etc. After studying in France in my third year and doing mostly
photography, drawing and traveling, I came back to school and got really
fascinated by interactive design and using my photographs and things I
had collected to create design work.
I really got into programming my own stuff in Flash and Director and it
became like a perfect union between math and logic and visual art. Because
I was also doing a lot of experimental typography and professional graphic
design it just seemed like a natural thing to pursue at the time and see
what type of opportunities I could have in the field.
Have you used computers since you
were a kid, or have you only started using them later on in life?
No, I never used computers as a kid -
I grew up in Poland and we simply never had any around. My family bought
a PC when I was in my last year of high school but I never used it. I
started using Mac's occasionally for writing papers when I started college,
but it wasn't until my first typography class in my second year that I
became a religious user.
Do you consider yourself an interface
designer, web designer, graphic designer, ... ?
I think all of the above, but most importantly
a graphic designer because you can't be a successful interactive or web
designer if you are not a good graphic designer first. Unless you're just
into the technical side of things. Otherwise the first two really can't
thrive without the third.
What do you design mostly? CD-roms,
websites, kiosks, ...?
Working at Funny Garbage right now, I've
worked on a variety of different projects including interactive kiosks
for several new museum spaces in the United States such as the Museum
of Natural History's new planetarium or the Experience Music Project in
Seattle. I've done a few CD-Rom's as well, and some websites ranging from
something like the Scooby Doo home site for CartoonNetwork to a corporate
site for Knoll. I also do a significant amount of work on my own outside
of Funny Garbage, including identity work, art direction and design with
my boyfriend of a quarterly print magazine called Sweden & America, as
well as some experimental web projects.
Do you also do print design?
Yes, see above.
In designing websites, what tools/programs
do you use? And on which platform(s) do you work?
Illustrator, Photoshop, Flash etc. All
Mac based programs
Do you know any programming or
scripting?
Yes, some. I've done some interactive
work in Director and know some Lingo and a tiny bit of Javascriipt.
Do you think it is useful or necessary
to be able to do extensive programming and scripting, as a designer?
Not necessarily but I think it is definitely
very important to be able to understand and foresee how a design is going
to be implemented technically. Knowing some of the technical stuff involved
allows you to incorporate that understanding into the initial designs
right from the beginning because you can really think about what factors
affect the making of it. It's like trying to make a bronze sculpture without
having a clue about how bronze behaves and how to work with it - only
how it looks. You just have to imagine it and hand it off to someone who
knows what they're doing and pray that they do the right thing with it.
I prefer the other way - if I can't do it myself, at least if I have some
idea I can work together with the people that can.
Do you think there is a relationship
between the design of a site like AltaVista and the interface design of
a car?
However, the design for a site like AltaVista
serves a very different purpose than that of a car - AltaVista is an information
source, a listing of stuff , a directory with no physical aspect to it,
whereas a car is really a mainly physical experience. It is a means of
moving around a passage. So while maybe the structure of information between
an AltaVista site and a car shares a similar logic for hierarchy of information,
the intrinsic difference between the two experiences makes the interfaces
very different.
Would you like to design the interface
for, say, a VCR, a cellphone, or a car?
Sure. I think designing interfaces and
user experiences for things that are physical objects rather than computer
spaces is very interesting.
Is there a contradiction between
aesthetical appeal and the usability of a design?
I don't think there's necessarily a contradiction
but they are two different things that combined can create a great interactive
experience.
Do you think interactivity has
changed the way people look at the world?
It has definitely changed the way people
look at technology. But I think in some cases though, it may have made
people look less at the world and more at computers - or at the world
through computers I guess.
What are the criteria you use to
judge the design of an interface?
Pretty much clarity is the main criteria.
Beauty is subjective and personal but I judge by that also.
If I get lost and confused - that's bad.
What guidelines do you use when
designing an interface? Is there a set procedure, or is it different every
time?
I think it's different every time because
every project is different in what it's trying to communicate and do.
But there is s certain sensibility that is present in every project equally.
An awareness of clarity and simplicity and logic most of all.
Have you got an alternative for
the desktop metaphor in current GUIs? Do you think the desktop is a metaphor
that works?
I'm not quite sure what you mean, but
I think if I do understand a bit then I would have to say that the desktop
metaphor is good for computer interfaces like MacOS or something but not
for everything I do.
Do 3D metaphors have a future in
interface design? Have you ever designed an interface that used a 3D metaphor?
I don't mind meaningful 3D metaphors,
and I've used them in certain project like the guitar kiosks for the Seattle
music museum, but I don't like the cliches of 3D visuals used in projects
in any which way.
Do you think the success of computer
games like Quake, Tomb Raider, Dune 2(000), etc. is a good thing for the
mainstream acceptance of new media, or does it give people the wrong idea?
I don't necessarily think it gives people
the wrong idea ass long as they realize that video games are not the only
thing that new media is.
What do you think will be the most
significant evolution in interface design in the (near) future?
I don't know. Hopefully a move away form
the "everything at once" approach.
What is the most significant evolution
in web site design in recent years (months?), in your opinion?
See below, the "Do you ever get
frustrated..." question. Given that, I think all of the sites and
web projects that have been created in the last few years that vehemently
challenge and break up that standard of "big name" web design
are the ones that I admire the most. Movement and more complicated programming
also allows for more fluidity on the web which is great.
Do you want your sites to look
the same on all browsers on all platforms?
They don't necessarily have to look the
same because you really can't always control it, but if I can help it,
I'd like for things to not look awful - that's pretty much the goal.
Do you use Flash a lot?
On certain web projects - like CartoonNetwork
for example has a lot of flash.
But I'm really against sticking Flash into everything just because it's
cool - there are a lot of sites out there that have a ton of stuff in
Flash and it does nothing for the site - it gets annoying.
Do you ever use Dynamic HTML?
Yes , we used it heavily in building
the Knoll site, for example.
Do you ever get frustrated by the
vast amount of bad sites out there?
Yes and no. No because there's always
going to be bad stuff out there no matter what medium you take, be it
tv, film, theater - anything creative is bound to have its bad and its
good. But yes, because in the case of the web, a lot of the sites I find
to be bad and annoying are the ones that are setting a sort of standard
for the rest of the people - the insane information overload portal sites,
that make everyone else out there believe that you need to have everything
on the page at one time. People making and wanting websites are afraid
of empty space. It's amazing. Finally there is a medium where the space
is literally free (as opposed to print where each extra page of a printed
piece is a jump in cost for paper and ink), and we feel that we can't
deal with it - we have to fill up every corner of it right away.
What, would you say, is the most
common mistake made by web designers today?
I guess it depends according to what
criteria is something a mistake. But like I said in the above question,
following a set standard, a bunch of web cliches is what I find most frustrating
out there, but the clients are hard to fight on those issues because they
believe in the standard.
Does television, as it exists now,
have a future, or will WebTV or some derivative of it, rule the world?
I don't know, it's hard to tell. There
are some people that are totally into it and others not at all. I'm not
sure.
Funny Garbage designs large corporate
projects, aswell as small, more experimental interfaces. Is it hard to
switch between both 'modes'?
Not really - it depends. If anything,
it's harder to go from a super creative job to a more strict, rigid one,
I guess, but I think it's good exercise for a designer to have a possibility
to do all types of work, even if you prefer one over the other.
Do you ever have to convince clients
to go with a certain design?
Yes, and sometimes I fail. The most frustrating
thing is when you cannot understand why they are making a certain decision
because you can just see a mile away that its going to be awful but they
won't be convinced, and you can't just say to them "You have to do
it my way or I won't do it!". That's hard. But I guess that's just
a part of working for clients - you have to pick your battles sometimes.
Funny Garbage is a very large company,
for a design studio. Have you ever felt that this size can hinder creativity
and flexibility?
Well, when you get to be a certain size
there is definitely a need for more structure and organization than if
you are small, otherwise things would turn into chaos. But as far as hindering
creativity and flexibility that really depends on the type of jobs you
take rather than how many people there are. I mean, it's definitely less
loose and open than when it was 10 or 15 people, but energy is still there
and the jobs that come in are great so I guess it's just a bit of a compromise.
At Funny Garbage, do you always
work in teams or are there projects you do all by yourself?
It really depends on the size of the
project, bust most of the time we work in teams because even if the design
is done by one person alone, the technical implementation is almost always
done by someone else.
Conclusion
Problem/context
The advent of home and personal computers
and, more recently, the Internet, has radically changed the lives of user
interface designers. Where user interfaces were traditionally designed
by engineers, since they were completely mechanical, this is now shifting
towards graphic designers and others with similar skills. The fact that
a personal computer has a monitor display as its most important feedback
device, is an important factor in this. It is a flat surface which has
to be organised and structured, and that's something graphic designers
have been doing for quite some time.
That being said, the computer display is also a very new medium. It allows
for animation and user interaction in a revolutionarily new way. It is
dynamic in all respects and extremely flexible. And I believe this is
where graphic designers experience the most problems. Most have never
been trained in designing for extensive user interaction, and don't have
a lot of experience with interactive designs. They experiment, develop
new strategies and sometimes re-invent the wheel. Many forget that a lot
can be learned from the decades of experience built up by more traditional,
mechanical interface design.
Personal
The Web is one of the most exciting new
media, but most graphic designers have a hate-love relationship with it.
In print design, everything is rigid and very precise, the web is slightly
more erratic. Different browsers, platforms, resolutions, modem speeds
and colour depths ensure that one design can be displayed in a lot of
different ways. It is my opinion that designers should keep this flexibility
in mind, and design for it, instead of holding on to the unrealistic ideal
of a rigid design that always looks the same.
References:
[1]
Johnson, Steven. Interface Culture. San Francisco: HarperEdge (HarperCollins),
1997
[2] Negroponte, Nicholas. Being Digital. Northbrook: Coronet, 1996
[3] Lesley Brown (editor). New Shorter Oxford English Dictionary.
Great Britain: Oxford University Press, 1993
[4] Norman, Donald A. The Design of Everyday Things. New York:
Basic Books, 1990
[5] Dick, Philip K. Do
Androids Dream of Electric Sheep? Great Britain: Rapp & Whiting Ltd.,
1969
[6] Johnson, Steven (editor). Flame Wars. Durham and London: Duke University
Press, 1994
[7] I/O/D 4 (Webstalker) browser: http://bak.spc.org/iod/Disorder.html
[8] Total Annihilation: http://www.cavedog.com
[9] INTER!FACE site: http://www.katdesign.be/interface
[10] k10k site: http://www.k10k.net
[11] Fork Unstable media: http://www.fork.de
[12] Funny Garbage: http://www.funygarbage.com
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