{"title":"ARTIFACT: THE INTERACTION OF PRACTICE AND THEORY","authors":"Susannah Hagan, E. Stolterman","doi":"10.1080/17493460701872032","DOIUrl":"https://doi.org/10.1080/17493460701872032","url":null,"abstract":"Design is about making and reflecting, about bringing the mind and hand together. Good design theory is inspired by practice, and good practice values reflection. (Erik Stolterman – as we began to consider this project)","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125952154","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Soft Rhizomes 2.0: A Softvideography Essay","authors":"A. Miles","doi":"10.1080/17493460701243804","DOIUrl":"https://doi.org/10.1080/17493460701243804","url":null,"abstract":"Abstract Softvideo is a term applied by the author to video works which treat the computer as the means of production, distribution and consumption of video works. In these contexts video develops novel affordances or possibilities that problematize traditional uses and understandings of video as time based media. In this essay, which consists of a printed essay and an accompanying interactive academic QuickTime project, a critical and reflective analysis of a series of softvideo templates – the “rhizome templates” – is undertaken. These templates are publicly available and allow video bloggers and others to experiment with softvideo forms. The essay documents the use of the templates and situates them within a critical view of traditional video practice from the point of view of softvideo and video editing as a rhizomatic practice.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"110 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129076953","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Designing for Emergence and Innovation: Redesigning Design","authors":"Greg Van Alstyne, R. Logan","doi":"10.1080/17493460601110525","DOIUrl":"https://doi.org/10.1080/17493460601110525","url":null,"abstract":"Abstract This paper reveals the surprising and counterintuitive truth that design is not always at the forefront of innovation; it is a necessary but not a sufficient condition for the success of products and services. The authors argue that design must harness emergence, for it is only through this bottom-up and massively iterative, unfolding process that new and improved products and services are successfully refined, introduced and diffused into the marketplace. They articulate the similarities and differences of design and emergence, developing the hypotheses that an innovative design is an emergent design, and that a homeostatic relationship between design and emergence is a required condition for innovation. Examples of how design and emergence have interacted and led to innovation include the tool making of early man; the evolutionary chain of the six languages: speech, writing, mathematics, science, computing and the Internet; Gutenberg's printing press, and the contemporary techniques of collabor...","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125450582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Enactments in Interaction Design: How Designers Make Sketches Behave","authors":"Mattias Arvola, H. Artman","doi":"10.1080/17493460601117272","DOIUrl":"https://doi.org/10.1080/17493460601117272","url":null,"abstract":"How do designers of interactive media work on the dynamic aspects of their designs? Previous research has emphasized the role of gestures to express what users and computers do. This paper contributes with a detailed analysis of interaction designers’ enactments in terms of what they express using a model of interaction design based on five domains: design concept, functions and content, structure, interaction, and presentation. Two enactive means of expression are identified: interaction walkthrough and improvised role play. Gestures drive the interaction walkthrough and scenarios created on the spot drive the improvised role play. In terms of the suggested model of interaction design, interaction walkthroughs start out in the domain of interaction, and improvised role play starts out in the domain of design concept. From these domains the designer can then see consequences for the other domains of interaction design. The five domains of interaction design can be used as an analytical tool for thoughtful reflection, and interaction walkthroughs and improvised role play can be articulated as conscious means of expression.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"371 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126711966","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"After Effects, or Velvet Revolution","authors":"Lev Manovich","doi":"10.1080/17493460701206744","DOIUrl":"https://doi.org/10.1080/17493460701206744","url":null,"abstract":"This article is a first part of the series devoted to the analysis of the new hybrid visual language of moving images that emerged during the period 1993–1998. Today this language dominates our visual culture. It can be seen in commercials, music videos, motion graphics, TV graphics, and other types of short non-narrative films and moving image sequences being produced around the world by the media professionals including companies, individual designers and artists, and students. This article analyzes a particular software application which played the key role in the emergence of this language: After Effects. Introduced in 1993, After Effects was the first software designed to do animation, compositing, and special effects on the personal computer. Its broad effect on moving image production can be compared to the effects of Photoshop and Illustrator on photography, illustration, and graphic design. This analysis is used to support the author’s theory that the logic of the new visual language is that of remixability. Normally remixing involves combining content – for example, different music tracks. In this case what gets remixed is not only the content of different media or simply their aesthetics, but their fundamental techniques, working methods, languages, and assumptions. United within the common software environment, cinematography, animation, computer animation, special effects, graphic design, and typography have come to form a new metamedium. A work produced in this new metamedium can use all techniques that were previously unique to these different media, or any subset of these techniques.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115793341","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PLIABILITY AS AN EXPERIENTIAL QUALITY: EXPLORING THE AESTHETICS OF INTERACTION DESIGN","authors":"J. Löwgren","doi":"10.1080/17493460600976165","DOIUrl":"https://doi.org/10.1080/17493460600976165","url":null,"abstract":"Digital design materials are temporal as much as they are spatial, which means that specific concepts are needed for understanding the use experiences of digital artifacts and the aesthetics of interaction design. In this paper, the quality of pliability is introduced to characterize the degree to which interaction feels involving, malleable, and tightly coupled – and hence to what degree it facilitates exploration and serendipity in use. Three sets of contrasting artifact examples from different domains (online maps, digital-image management, and online thesauri) are analyzed with regard to pliability. It is argued that the use of everyday digital products, normally perceived as instrumental and utility oriented, has an important experiential-aesthetic dimension consisting of temporal and visuo-tactile qualities (including pliability). The paper concludes with a discussion of related work and the role of experiential qualities in interaction design.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120944402","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Object Artifact, Image Artifacts and Conceptual Artifacts: Beyond the object into the Event","authors":"Owen F. Smith","doi":"10.1080/17493460600610707","DOIUrl":"https://doi.org/10.1080/17493460600610707","url":null,"abstract":"When asked to respond to the question “what is an artifact?” I initially had several divergent responses. Because of my varied background and current position, I responded to thisquestion in three related but different ways: as an anthropologist (the area of my initial graduate training), as an art historian (the area of my Ph.D.), and as a professor of new media (my current position).","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115379665","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Translations: Artifacts from an Actor-Network Perspective","authors":"J. D. Candidate","doi":"10.1080/17493460600658318","DOIUrl":"https://doi.org/10.1080/17493460600658318","url":null,"abstract":"Abstract iPods, MP3s and file-sharing networks perform a series of actions that are often reserved for human agents, such as the intellectual and taste-driven labor involved in selecting, sequencing, and rediscovering forgotten sound recordings. At the same time, the familiar understanding of artifacts as stable, material, objective things “out there” is also being eroded by the infinite replicability, malleability, and ephemeral flickering of things online. These trends lead to questions regarding the ontological status of artifacts and reopen the question of how to distinguish technical and material artifacts from human and social relations. In this article, the author explores actor-network theory's (ANT) concept of translation, which advances an alternative framework for understanding the role of artifacts in everyday life.","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-08-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115189647","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"SWAP ADJACENT GEMS TO MAKE SETS OF THREE: A HISTORY OF MATCHING TILE GAMES","authors":"Jesper Juul","doi":"10.1080/17493460601173366","DOIUrl":"https://doi.org/10.1080/17493460601173366","url":null,"abstract":"Abstract From sales figures and interviews, we know that many people outside the typical video game audience play small downloadable video games like Zuma, Diner Dash, or Bejeweled. Such small video games are known as casual games, and have unsuspectedly become a major industry during the last few years. However, video game studies have so far mostly focused on foundational issues (“what is a game”) and on AAA games, big games purchased in stores. In this article, I try to remedy the situation by examining the historical development of the casual game sub-genre of matching tile games, to see how their game design has evolved over time, and to discuss the opposing perspectives that players and developers have on video game history,","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128725336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Y. Akama, Roslyn Cooper, L. Vaughan, Stephen Viller, M. Simpson, J. Yuille
{"title":"SHOW AND TELL: ACCESSING AND COMMUNICATING IMPLICIT KNOWLEDGE THROUGH ARTEFACTS","authors":"Y. Akama, Roslyn Cooper, L. Vaughan, Stephen Viller, M. Simpson, J. Yuille","doi":"10.1080/17493460701800207","DOIUrl":"https://doi.org/10.1080/17493460701800207","url":null,"abstract":"This paper contributes to the current discourse on the role of artefacts in facilitating and triggering interaction among people. The discussion will focus on artefacts used as part of an interview method developed in order to discover knowledge that was observed but absent from both project reports and other documentation within multidisciplinary collaborative research projects, located within the field of Interaction Design. Using artefacts in an interview context enabled participants to reveal insights that were, in turn, participatory and human-centred. Thus the method was effective and appropriate in illuminating knowledge situated in interaction. This ethnomethodological tool enabled participants to reflexively externalize their understanding of the complex interactions that occur within projects, encouraging participation, interaction, visualization, reflection and communication through the use of tools aimed at capturing and illuminating the lived experiences of human engagement. These interviews were conducted with a selection of participants, chosen because they were researchers, working together within a cooperative research centre. Keywords: best practices, consultancy, critical systems, theory, user-centered design (UCD)","PeriodicalId":380141,"journal":{"name":"Artifact: Journal of Virtual Design","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132882124","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}