Abstracts

I wrote these abstracts of peer reviewed journal articles related to interactive design education.

Blurring Boundaries: Interactive Multimedia and Interdisciplinary Convergence

Author: by R Brian Stone
Title: Blurring Boundaries: Interactive Multimedia and Interdisciplinary Convergence
Source: AIGA Journal of Interactive Design Education
Date: November 14, 2004

Abstract of Major Ideas
The premise of Professor Stone’s article, Blurring Boundaries: Interactive Multimedia and Interdisciplinary Convergence, is that in order for interactive multimedia applications to progress, an interdisciplinary approach is necessary. By combining the expertise of students and/or professionals in visual communications, industrial design, interior design, computer human interaction (HCI) and cognitive engineering it is possible to improve interactive media applications from website interfaces to digital cameras and mobile phones beyond what is possible when only one discipline is involved.

In his paper Professor Stone uses two examples to illustrate his points. One example shows how an interdisciplinary group of students redesigned the interface of a consumer model digital camera. In this example the interface obscured the photographic image displayed on the LCD screen. Redesigning the menu system provided a better experience for the user by making more of the image visible.

Critical Evaluation of Major Ideas

Professor Stone has not only written about his ideas of “cross pollination” within interactive multimedia design, but also put them to use in the classroom. In his paper he describes the success of this experiment by presenting the work his students produced while working in a class comprised of forty percent visual communication students, forty percent industrial design students and twenty percent cognitive engineering students. After the course students were able to identify how different disciplines contribute to design problems and see the value offered by interdisciplinary collaboration.

I feel that Professor Stone’s arguments are valid. Getting the perspective of a wide audience is important because we are all integrated into an environment where we use interactive applications daily. ATMs, mobile phones, media players and laptop computers are all commonplace items. Redesigning these tools to work better and making them easier to use has broad, positive implications.

I do believe that the interdisciplinary approach is a good idea and can work well in a graduate school environment, but it might be more difficult to implement for undergraduate students. In order for the approach to be effective I feel that it is necessary for the parties involved to have a high level of expertise. This might not be as prevalent among undergraduates and could therefore lead to frustration among students involved in interdisciplinary group projects.

Implications for Design Education
The implications of Professor Stone’s ideas for design education are profound. Too often individual colleges at universities tend to focus on their field without reaching out regularly to other disciplines. Even departments within a college may lack active collaboration. Getting a visual communications instructor to collaborate or team teach with a computer science, or engineering instructor might be a difficult task in such environments, but the results are likely to benefit the students, instructors and the interactive media field at large.

Cultures, the Traditional Shadow Play, and Interactive Media Design

Author: Oguzhan Özcan
Title:
Cultures, the Traditional Shadow Play, and Interactive Media Design
Source: Design Issues, MIT Press, 2002 Vol: 18, no:3, pp.18
Date: Summer, 2002

Abstract of Major Ideas
Dr. Özcan has made a compelling connection between Chinese, Indonesian, Turkish, and European shadow play and today’s interactive media as an art form. He opens his paper by arguing that interactive media is not a modern phenomenon and suggests that traditional forms of shadow play amount to early examples of interactive media performances.

Some early examples of shadow play provided an outlet for audience members to participate by adding their own figures, therefore interacting with the media presented. Another technique might involve the artist improvising based on reactions from the audience thus facilitating an interactive response.

By illustrating the connection between these traditional art forms and modern interactive media technology, Dr. Özcan suggests that students might gain a new point of view as well as develop new ideas for interaction by combining current technology with traditional techniques.

Critical Evaluation of Major Ideas
Is not traditional shadow play an early form of technology? Sometimes we forget that all the modern and computerized tools and techniques we use in art and design have a basis in traditional methods. In some ways the interactive experiences of shadow play have more value than modern technology’s interactive media outlets. Dr. Özcan points out that the computerized interactive media experience is often individualized whereas shadow play involves artists and audience in a social activity. Perhaps this comparison will inspire artists to use technology to enhance social interaction, and steer us away from the detached and diluted discourse of social networking sites.

Contemporary examples of shadow play exist all around us. My music project, Keston and Westdal (unearthedmusic.com), often perform with imagery projected directly onto the stage or adjacent screens. The imagery is a mix of animated computer graphics and experimental video that we produced and edited specifically for this purpose. This is not an original concept, but one that adds a visual element to enhance the audience member’s experience. When the media is projected directly on to the performers we inadvertently interact with the images, creating shadows as we play our instruments.

Implications for Design Education
Dr. Özcan’s paper is an excellent example of how important an historical perspective is in the field of interactive media design. This perspective should not just include a history of electronic technology, but of the technologies used to produce traditional art forms as well. Dr. Özcan states that design students will benefit from creating projects without the aid of computers, and we should remember that interactive media is part of the world of audio-visual arts, and new technology can relate to tradition.

Software ≠ Interactive Design

Author: Jason Aristofanis Tselentis
Title: Software ≠ Interactive Design
Source: AIGA Journal of Interactive Design Education
Date: March 7, 2006

Abstract of Major Ideas
In Mr. Tselentis’ paper Software ≠ Interactive Design, he proposes that when learning how to use software students fall into one of two different categories – either self-reliant or instructor-reliant. The instructor-reliant students need to become self-reliant; otherwise the class content is likely to revolve around learning the menus and toolbars of specific software.

This outcome is futile because the software is likely to either change significantly in the future or be replaced by another tool. Instilling self-confidence in the students helps them become more comfortable experimenting and playing with the applications. This in turn allows the curriculum to focus on the history, trends and theories relevant to the course.

Critical Evaluation of Major Ideas
In the graphic design and interactive media design fields, many institution’s courses focus heavily on teaching the ins and outs of computer applications such Photoshop, Illustrator, Flash, and Dreamweaver. To a degree the industry demands that graduates are proficient in these and other related platforms. However, the software tools are rapidly being changed or replaced to keep up with competitors and the demands of professionals in the industry. It follows then that students need to develop the skills required to adapt to the technology as it advances as quickly and efficiently as possible. It is not practical for an employer to send their employees out for re-training every time a new version of specific software is released. More often than not, employees are expected to learn how to use new and updated tools on their own in a self-reliant manner.

Implications for Design Education
Mr. Tselentis’ ideas on this matter have been in use by educators for many years. At the Art Institutes International Minnesota, course titles and descriptions do not contain any mention of specific software applications even though it is understood that they will be covered in the classroom. I have been teaching in the Interactive Media Design program at the Art Institutes for five years and have encountered the dichotomy of self and instructor reliant students that Mr. Tselentis describes. The structure of the class and lab/studio time, and the design of projects and assignments are meant to accommodate both types of software learners. Classes meet for a total of six hours a week. A minimum of two hours are set aside for lectures, discussions and demonstrations. The remaining three to four hours per weeks are dedicated to lab/studio time with the instructor and teaching assistant aiding students in groups or individually. Peer learning is encouraged and consistently helps motivate students toward becoming self-reliant software learners.

Hearing Type

Author: Frank Armstrong
Title: Hearing Type
Source: AIGA Journal of Interactive Design Education
Date: June 27, 2005

Abstract of Major Ideas
In his paper Hearing Type, Frank Armstrong describes an interesting analogy between music and both static and kinetic typography. He compares specific properties of music to typography including rhythm, melody, and harmony. Rhythm can be used to describe type in many ways, such as shape, strokes, and punctuation for both moving and static examples. Melody is the message or meaning of the type, while harmony describes the interaction of columns or lines of type to each other.

He also compares an individual glyph to a sound or tone, using the amplitude to describe the weight of a character, duration to the width of a series of glyphs, pitch to the vertical positioning of the type, and timbre to the color, texture and style of the type. Armstrong suggests that using such analogies can help students better understand both static and kinetic typography by providing a different perspective or frame of reference.

Critical Evaluation of Major Ideas
It isn’t difficult for one to visualize comparisons between audible tones in music and glyphs or phrases of type. Armstrong also brings up the example of sheet music to strengthen his point. Certainly sheet music is another form of typography and is used to produce music output as sound, just as type, when read, produces audible speech. Armstrong quotes musicians, typographers, graphic designers, and physicists who have made similar comparisons.

These analogies might be useful in the ways that Armstrong suggests. I know from teaching audio production that I frequently use visual analogues to describe sound, such as comparing bitmap imagery to digital audio. There seems to be a shortage of adjectives in the English language that are used exclusively to describe sound. When we describe the timbre of a sound we use words like warm, cool, crisp, bright, or dark. All these words are usually used to describe other things like temperature, color or texture.

I agree with Armstrong’s position. It’s often very useful to compare and contrast different art forms. I think it is also important to look carefully at what the differences are between these art forms as well as the likenesses, so that students are getting the whole story.

Implications for Design Education
Armstrong’s paper raises an interesting perspective within the field of typography. The essence is that music and type are both forms of language; therefore they have parallels that can be illustrated to give students and designers a new frame of reference that might provide inspiration. I would not discourage instructors from using similar analogies, but I would suggest that they also make it clear that typography is not literally sheet music (although it could be interpreted as such through the use of visual scores), just as spoken text is not necessarily musical.

Games with a Purpose

Author: Luis von Ahn
Title: Games with a Purpose
Source: IEEE Computer Magazine
Date: June, 2006

Abstract of Major Ideas
Luis von Ahn’s internationally recognized postdoctoral work at Carnegie Mellon University’s Center for Algorithm Adaptation, Dissemination and Integration (ALADDIN) involves developing techniques to harness human computational power to solve problems that computers are currently not very good at solving. In his paper, Games with a Purpose, he describes how he has developed a few very simple online games that are fun and addicting for humans, but also provide valuable information for image search databases that would otherwise be extremely expensive to collect.

Dr. von Ahn describes how computers are very bad at recognizing the content within photographs and images. Image search databases do not return very accurate results because the text that is indexed to describe the images is simply gleaned from image captions or adjacent verbiage. Using his ESP game von Ahn has been able to collect massive amounts of data to help improve image search functionality. The game works by displaying an image to two anonymous players on the Internet. Each player enters words that they feel describe the image. When both players hit on an identical word, a match is made that is then collected and used as a search term for the image displayed. The ESP Game has collected over 10 million player generated labels since it was introduced on October 5, 2003.

Critical Evaluation of Major Ideas
With the power of computers advancing as rapidly as it has since the ’60s, we tend to take for granted tasks that are simple for us to do, but technically monumental for computers to handle. Dr. von Ahn has had the insight to look beyond the complex and obvious solutions to find simple and elegant ways to use human brainpower for a positive outcome. The game industry is one of the largest areas within interactive media. In his paper, Dr. von Ahn outlines several other ways simple games could be used to solve difficult problems utilizing the cognitive abilities of the online community. These include language translation, monitoring security cameras, improving web searches with human aids, and summarizing important documents.

I regularly use Luis von Ahn’s examples as teaching tools in my interactive media design classes. In Advanced Scripting Languages I use Dr. von Ahn’s reCAPTCHA (Completely Automated Public Turing test to tell Computers and Humans Apart) project as an example of how a web application can detect whether the input received in online forms is coming from a human being or a spambot (a spambot is software designed to collect e-mail addresses from the Internet in order to build mailing lists for sending unsolicited e-mail, also known as spam – en.wikipedia.org). Dr. von Ahn created the CAPTCHA technique and then redeveloped it under the new name reCAPTCHA. reCAPTCHA forces people to type in words that appear semi-scrambled when entering data into an online form. Computer based optical character recognition (OCR) is incapable of deciphering these words. One of the words is the security key, while the other was scanned from a book, but not recognized by OCR. By having a person enter both words they proving they are human and aiding the digitization of books for the Internet Archive (archive.org) at the same time.

Implications for Design Education
We can all learn from Luis von Ahn’s research. His CAPTCHA technique is commonly used and imitated on major sites like Yahoo, Myspace, and Google as well as millions of simple news blogs and personal sites. His ideas are simple, elegant and inspirational. Students in interactive media design are frequently bogged down by the complexity and difficulty of the technology involved in web applications. Examining Dr. von Ahn’s projects helps my students understand that the best answers are not always the most difficult ones.