By Janet H. Murray
Electronic artifacts from iPads to databases pervade our lives, and the layout judgements that form them impact how we predict, act, converse, and comprehend the realm. however the velocity of swap has been so fast that technical innovation is outstripping layout. Interactors are frequently mystified and pissed off by means of their attractive yet complicated new units; in the meantime, product layout groups fight to articulate shared and enduring layout ambitions. With Inventing the Medium, Janet Murray offers a unified vocabulary and a typical method for the layout of electronic items and environments. will probably be a necessary consultant for either scholars and practitioners during this evolving field.
Murray explains that cutting edge interplay designers may still contemplate all items made with bits--whether video games or websites, robots or the most recent killer apps--as belonging to a unmarried new medium: the electronic medium. Designers can velocity the method of valuable and lasting innovation by means of concentrating on the collective cultural job of inventing this new medium. Exploring suggestions for maximizing the expressive energy of electronic artifacts, Murray identifies and examines 4 representational affordances of electronic environments that offer the middle palette for designers throughout purposes: computational systems, person participation, navigable area, and encyclopedic means.
Each bankruptcy contains a set of layout Explorations--creative workouts for college students and proposal experiments for practitioners--that permit readers to use the guidelines within the bankruptcy to specific layout difficulties. Inventing the Medium additionally presents greater than 2 hundred illustrations of particular layout innovations drawn from a number of genres and systems and a word list of layout techniques.
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Extra info for Inventing the Medium: Principles of Interaction Design as a Cultural Practice
Genres can also transcend media. For example, a television sitcom might belong to the cross-media genre of romantic comedy, which exists on stage and film and has contributed to the plot of novels, poems, operas, and country songs. A game show belongs to the cross-media genre of games, which includes mystery dinner theater, radio game shows, and board games. The communications theorist James Carey proposed the ritual model of communication as an alternative to the transmission model of information theory.
Mature media have developed elaborate conventions like newspaper columns, headlines, sections, bylines, and so on, to focus us on the most important parts of the communication. We recognize the kind of communication we are receiving because it has common elements with similar communications. We know what to expect of a commercial television program in general, and of a sitcom or a game show in particular because we recognize the common format and the familiar genres. Similarly, we know what to expect of a first-person shooter video game or a retail website because we recognize the format and the genre that provide the conventions of interaction.
If you do not know why you are making something you will not be able to tell whether or not you are getting it right. The designer’s task must be grounded in the service of specific human needs: this is what gives the work clarity and direction. Advancing the medium does not mean choosing the newest platform to implement a project or adding in the coolest new bells and whistles. Such superficial advances may appeal to a forward-thinking designer and may get immediate attention, but they do not serve the task.
Inventing the Medium: Principles of Interaction Design as a Cultural Practice by Janet H. Murray