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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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