Chris Crawford: Masterclass On Interactivity

About three weeks ago now—yeah, I know, but I’ve been busy—Chris Crawford delivered a ‘Masterclass On Interactivity’ at Swansea Metropolitan University.

Chris began with a light-hearted look back at the history of computing and, simultaneously, back over his career. Whilst offering a gentle introduction to the presentation and a chance to get to know him, the opening section did make on major point: that interactivity is what defines modern computing and, by extension, new media in general. The computer is an interaction machine.

Chris Crawford's home-made first "laptop."

Chris Crawford's home-made first "laptop."

Eastern Front 1941

Eastern Front 1941

Having set out his stall Chris went on to discuss the concept of interactivity. Firstly he said that the best example of interactivity—to which all machine interactions strive—was a human conversation: real-time, using all our senses, pure improvisation. From this observation he derives what I think is the best definition of interactivity I’ve come across: interactivity occurs when computer and user alternately listen, think, and speak.

The quality of the interaction is defined by the weakest element in that chain. For example, modern computer games are very good at ’speaking to us’—they look fabulous and they sound fabulous—but they’re not so good at thinking: very often the characters or the basic game AI is actually pretty dumb. Call of Duty:Modern Warfare 2 is a perfect example.

Computers are also not very good at ‘listening’ to us. Interaction with a computer is usually limited to a surprisingly small range of gestures and actions: pointing, clicking, dragging, etc.. Whilst multi-touch and gestural interfaces are widening that vocabulary, it remains very limited compared to what is possible with natural language. Chris suggested a Linguistic User Interface as being the future, in turn paving the way for the social aspects of interaction (and, by extension, the social aspects of gaming, evolving into what he calls “interactive storytelling”).

Only Four Mental Modules?

Only Four Mental Modules?

Although computers are good at ‘thinking’, Chris argued that the main limitation of computing was that it currently only used a small number of the “mental modules” we possess, the main ones being spatial reasoning, hand/eye coordination, resource management, and problem-solving. Crucially, our all-important social reasoning module was not challenged at all.

Star Wars considered as a social network.

Star Wars considered as a social network.

Pacman considered as a socal network

Pacman considered as a social network

Summing up the first half of the presentation, Chris suggested that our current generation of computer games have developed as far as they can go, and that a separate industry will emerge exploiting the social aspect of the technologies.

***

After lunch Chris began by talking about the human predilection for talking about experience in terms of things rather than as a system of processes (nouns rather than verbs, data rather than algorithms). Interactivity is communication through process. He went on to talk about interactive storytelling environments where each use generated a new narrative instance, as opposed to our current paradigm where stories are fixed within a medium (novels, comics, films, TV programmes). Chris argued that these interactive stories—hypernarratives—would never achieve the polish of the story fixed within its medium, but that they would have much greater emotional impact because of their personal, individually generated, meaning.

For the final section of the afternoon, Chris talked about what the requirements were for the designer of these new interactive storytelling environments. This was Chris at his most overtly evangelical, throwing wide the doors of learning and revealing an endless landscape for exploration and discovery. Using Erasmus as an example, he very cleverly and humorously showed how little information there was on the Internet compared to that encoded in books. He showed how you could use equations that describe natural processes to model human interaction (for example, human attraction and repulsion convincingly modeled using spring compression equations). He tried to get as to look at the processes underlying the world we live in, not its surface features.

All This Goes In Here

All This Goes In Here

Thing vs Process

Thing vs Process

Inevitably I have only offered a very brief overview of the contents of Chris’s Masterclass On Interactivity. The presentation was funny, inspirational, thought-provoking, and very, very, smart. Despite speaking for about 5 hours there was barely a moment that was less than engaging, and the whole audience was gripped throughout. As much as anything else, it was a masterclass on giving a presentation.

Thanks Chris. A privilege.

Chris Crawford Links

Storytron

Erasmatazz

Eastern Front: A Narrative History

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SixthSense Technology

Posted by PH on December 06, 2009
HCI / No Comments

I’ve spent a fair amount of time on this blog talking about multi-touch interfaces. Nearly three years ago that seemed like cutting-edge stuff, but not any more. Check this out:

I love the way Mistry develops his ideas using very low-tech prototypes: that perspex glove with the four mouse rollers on it is classic Heath Robinson. Some of the examples in the video are clearly mock-ups, but nonetheless I think you’ll agree that a system of this sort could completely change what we mean by the term ‘computing’. It’s conceptually miles ahead of anything else out there at the moment, and the types of opportunity it will offer can barely be imagined.

But is it practicable? What we’re talking about here is a walking around with a device hanging around your neck like a smartphone, but with a miniature projector and reflector added to it. Power—battery life—will be a big issue. You’ll have to wear coloured thimbles on your fingertips whenever you want to use it, and using colour recognition as well as gestural recognition means it will probably only work under certain lighting conditions (unless it has some kind of light-adaptive software built in to it). Widespread use is going to depend on a massive increase in wireless bandwidth and cloud dependence.

I’m sure that the practical issues are all solvable. In a related video they’re talking about it becoming available in 10 years time. I’d be surprised if it was that long, but equally it’s not going to be next year.

Ladies and gentlemen, Pranav Mistry…

[Thanks to Adam Shailer for bringing this video to my attention.]

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Multi-Touch Display Walls

Posted by PH on May 27, 2008
HCI / No Comments

Multi-touch interfaces have been one of the themes of this blog over the past 18 months or so. In fact, they’re becoming so commonplace it soon won’t be worth my mentioning them any more. However, before that day finally arrives, here’s a quick look at some recent developments.

Within the last couple of weeks Microsoft have shown their Touch Wall. Here’s Bill Gates driving it:

And here it is being demo’d by Microserf Ian Sands, with a good deal more technical detail included towards the end:

Well in theory it’s a great idea, right? (I’d love one to teach with, for example.) But you’d have to ask how viable a system this is at the moment, especially when Sands admits that you can’t even edit a Word document on it! It also looks slow, glitchy, and just plain clunky. Notice how the slides don’t sort properly when Bill Gates gestures them aside—sometimes one doesn’t go at all, and then two jump the next time—and note the problems Sands has in selecting the right mode in the toolbar. “The calibration is a little off,” he says. Yes, quite.

Compare the Microsoft Touch Wall with the fluidity and sophistication of Jeff Han’s Perceptive Pixel products:

Well I know which one I’d buy….

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JazzMutant Lemur

Posted by PH on December 10, 2007
HCI, Music & Technology / 1 Comment

There have been four posts so far on this blog about multi-touch interfaces: Jefferson Han’s work (along with the iPhone) here and here, Microsoft’s Surface, and Reactable. Why? Firstly, I love ‘em. Secondly, I think they will soon become the norm as far as human-computer interfacing goes.

However, the first commercially available multi-touch interface must surely be the JazzMutant Lemur, released around October 2005. This is an audio-media specific control surface that is “able to track an unlimited number of fingers at once” according to their website. It’ll work with all the major DAWS, and will even interface with Flash. Its controller software includes a whole range of presets objects such as faders, rotary controllers, sliders, pads, scopes, switches, and various readout/LED options, and it will allow you to build almost anything:

There’s loads more info on the JazzMutant site: technical description, image galleries, and some strangely silent videos.

What a great piece of kit, and it’s a shame it’s marooned in the boondocks of the music technology industry. In fact, if I was a venture capitalist I would buy JazzMutant and get this thing out into the mainstream of the computing world now! First off, I’d invest in top-notch and heavy-duty presets for Photoshop, Illustrator, and Flash…. Then Google Maps, iPhoto, etc., etc..

Yeah. If.

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Reactable

Posted by PH on November 05, 2007
HCI, Music & Technology / 1 Comment

I have previously posted several items about multi-touch interfaces: Jefferson Han’s work here and here, and the Microsoft Surface here. I was therefore quite excited to come across Reactable, described by its developers at the Pompeu Fabra University of Barcelona as a “musical instrument with a tangible user interface”.

However, that’s actually a pretty daft description of it (in oh so many ways): it’s simply a multi-touch interface to a virtual studio built using PD. It’s constructed in the same way as the Microsoft Surface, with the touchscreen positioned above a camera and projector. Here are the Reactable ‘Basic Demos’ 1 & 2:
 
 
 

Pretty neat. I can see there might be major problems using it—e.g. interfacing, playing a tune, remembering patches or sequences, and it’s not exactly portable—but I would love to see something like this as (part of) an interface to a commercial synth or something like Reason.

It’s the future.

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Microsoft Surface

Posted by PH on July 02, 2007
HCI, Marshall McLuhan, Miscellaneous, Resonant Interval / No Comments

Back in January I had a good look at the iPhone and Jefferson Han’s work on multi-touch interfaces (here and here). And for those of you looking to gain some kind of contextualization on this fascinating and highly topical area of interface design I’ve recently come across Bill Buxton’s historical overview.

I casually mention these only by way of introduction to Microsoft’s (ahem) “new paradigm in computing”, the Surface computer. Here’s one of Microsoft’s own promotional videos:

For something a little more illuminating, and that briefly includes schematics showing the innards of the Surface:

And for the inner geek, here’s a full 18-minute test-drive of the thing:

Yes, it’s pretty impressive (although the thought of that bog-standard PC running Windows Vista hiding inside is a bit off-putting). Some thoughts:

  1. It’s not clear how the security issues will work. I mean, have you ever transferred data from one device to another without generating security prompts? As these will be public devices it seems inconceivable that security will not be a huge issue, and yet not once do we see anyone even inputting a PIN number in any of the videos. As if!
  2. Will all manufactured objects become ‘tagged’ in the near future to allow interfacing with surface computers?
  3. If so, will there develop a universal tagging language that will be understood by all “surface-compatible” products?
  4. Can we predict a new job description: Surface Designer?
  5. I do think there is a certain inevitability about this type of product.
  6. The ability of the Surface to act as a ‘docking station’ for mobile devices calls to mind one of McLuhan’s Laws of Media: if you push a technology to an extreme it flips over into it’s opposite. In other words, as mobile devices have gotten smaller and yet more powerful, the tendency for miniaturization flips over into single large device that many of them can simultaneously attach to like a Mother Ship.
  7. Doesn’t the Microsoft Surface remind you of those black glass-topped gaming tables you used to find in pubs? Space Invaders, anyone?

Of course there are those who quite rightly question Microsoft’s presumptuous and overblown claims for their product: British multi-touch interface designer Andrew Fentem has a reasonable and well-argued critique of both Microsoft and Jefferson Han here. Fentem’s own Spaceman Technologies website is well worth checking out by multi-touch aficionados.

Finally, irresistibly, if only to puncture the corporate pomposity of Microsoft:

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Interfaces Of The Future!

Posted by PH on January 29, 2007
HCI / 2 Comments

In a recent post (Interfaces of the Future?) I included a video of Jefferson Han’s multi-touch interface. Well I found this one the other day that goes a long way towards answering many of the questions I posed:


It’s real! And notice the mention of “the $100 laptop”? Are we all going to be walking around with these things under our arms in a couple of years?

Enjoy! Thanks for visiting…

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