This post is part of a draft for a new academic paper aimed at a graphic design journal and represents an idea-in-progress. Feel free to comment but questions on how or what next will be answered in future posts as I construct my paper.
With its pervasiveness, graphic outcomes of Visual Communication vie for our attention embedded in our Westernised waking world. From shop shelves, to our streets, to our screens and even our mobile devices we are surrounded by combinations of text and image that manipulate our decision making within a communicational situation. But despite this pervasiveness the impact of Visual Communication’s outcomes are under-valued and perceived as problematic. Some reasons for this are that graphic outcomes are judged as being too subjective, giving “the illusion of [false] benefits (…) to help us 'make sense' of complex situations” (Love, 11 April 2010); or they simply are taken for granted as ‘noise’ (Meggs, 1992) within a visual channel of communication that is so deeply ingrained in our socio-cultural existence (Crowley, 2004, p182). These misconceptions leaves out so much of the intellectual design process and the emotional and social contexts (Kolko, 2010, p102) that Visual Communication draws from. Visual Communication is beyond mere decoration of doing the 'aesthetic bit’ - the artifice at the end of a long engineering, marketing or construction process.
Therefore the interaction within the internal life of the graphic outcome that a designer carefully crafts between its visual communicational hierarchy of type and image is not where its purpose lies. This would be artifice. The communicational situation created by the interaction of the graphic outcome’s denotational and connotational meaning, rests in the act of public interaction with it. As Frascara suggests the impact that a graphic outcome has on “the knowledge, the attitudes, and the behaviour” of the public interacting with it (p13) is more important. This is the external life of the graphic outcome, and is where its ‘aesthetics of use’ rests that go beyond the issues of simply form.
This external life of a graphic outcome exists within an existential aesthetic experience across the visual, a time and a place; and develops a truly interactive rather than passive relationship between the audience and the outcome. This existential reception in time and place is of course manipulated by the designer through the internal variables of the design, but only partly. From a ‘perspective of proximity’ (Bergstrom, 2008, p32) the designer balances the semiological relationship of these internal variables - how the text and images are laid out; the choice and use of typography; the art direction of tone, colour, composition, and flow. The communicational aspect of the graphic outcome is constructed by the designer either connotationally or denotationally but not ‘set’ by the designer. The meaning of the intended communication can either be on a deep level or a surface level. This is dependent upon the initial purpose of the design, but in principal there is a relationship between the viewer and the design. This ‘reading’ of the graphic outcome may only be truly revealed over time, and open to reception on an individual basis. Depending upon the individual they may not experience the full meaning as it can be completely dependent upon the context it is received in by the viewer, pervaded by their personal “attitudes, values and experiences” (Bergstrom, 2008, p80). This is an affective phenomenon where the designer attempts to frame the message to be interpreted, reliant on a direct relationship with the person interpreting it. It is emotional, cognitive, interpretive, and cannot be reduced to a procedural process of measurement. It is an aesthetic experience that goes beyond the surface into use… and phenomenologically interpretive.
Under-pinning such a hermeneutic (interpretive) phenomenological perspective is essentially an existential philosophical ground espoused by Martin Heidegger. Simplifying some heavy philosophy I may be forgiven for summing this up as the being of being. That opens things up into a consideration of the self in the lifeworld which can be separated into four existentials: lived space; lived body; lived time; and lived human relation (Van Manen, 1990, p101). These four existentials of lived space; lived body; lived time; and lived human relation can be differentiated from each other. But they can never be separated from each other. Our sense of self - our being of being - is constituent of all for parts. We exist bodily in time, in space, and not in isolation - we have experiences in interconnected situated moments. It is these existentials that inform our behaviour and can be calibrated to alter our future approaches to experiences. It is within this phenomenological space that the visual graphic outcomes of Visual Communication communicate to the public across time and place.
The cultural identity of the individual is influential to construct and interpret the graphic outcomes meaning. Barnard argues that this is a semiological communication, an aesthetic choice that is culturally connected and carries meaning (p28) through evoking a cognitive and emotional response. This is socially situated, and within this socio-cultural context understanding through interpretation (relevant to their personal context) shapes actions affording a change in the behaviour of the viewer. The ‘aesthetics of surface’ attracts and retains attention, but it is within the ‘aesthetics of use’ that the communication is made. This is mostly performed subconsciously on the periphery of everyday life, hence being perceptively ingrained in visually cultured societies. McCullough argues that both Architecture and Interaction Design address how context shapes actions, the former frames intentions whilst the latter connects mental states “to available opportunities for participation.” He describes these processes as ambient with peripheral benefits that are not found “in the seductive objects of attention” (2005, p47). Visual Communication also frames intentions and creates opportunities for participation. It’s ground is in framing decisions (which is more than creating mere ‘aesthetics of surface’), a visual constructor for how a “society constructs and communicates meaning” for itself - a “signifying system, within a much larger system” (Barnard, 2005, p67).
Visual Communication as a visual constructor for ‘aesthetics of use’ must aesthetically be appropriate and congruent to “establish clear relations of importance, inclusion, connection, and dependence”, and then to “guide the sequence in the perception of a message” (Frascara, 2004, pp67-68). This is crucial to aid the construction of meaning that will then elicit embodied action and change in behaviour that the graphic outcome seeks. The aesthetic factor within the outcome attracts and retains the attention to communicate possible actions, enabling understanding in the individual. But understanding can merely be accepting without further engagement (Shusterman, 1992), it is through interpretation that behavioural changes are facilitated. Understanding the communication is an active process that can be personally revised, influenced by an individuals own existing knowledge and therefore prejudiced in a way that unless open challenge can lead to misunderstanding. Understanding helps ground and guide interpretation, and it is through interpretation that an individual can explore, validate and modify their understanding. Interpretation acknowledges that there may be other interpretations or meanings, whereas understanding merely accepts without engaging further. Shusterman suggests that understanding on a highly intelligent level is “unreflective, unthinking, indeed unconscious” whilst proper interpretation is deliberate, critical and conscious thought (p133).
References
BARNARD, M. (2005) Graphic Design as Communication. Abingdon: Routledge.
BERGSTRÖM, B. (2008). Essentials of Visual Communication. London: Laurence King Publishing.
CROWLEY, D. (2004). Design Magazines and Design Culture. In: R. Poynor, (Ed.), Communicate: Independent British Graphic Design since the Sixties. London: Laurence King Publishing Ltd., pp182-199.
FRASCARA, J. (2004) Communication Design: Principles, Methods and Practice. New York: Allworth Press.
KOLKO, J. (2010). Thoughts on Interaction Design. Burlington: Morgan Kaufmann.
LOVE, T. (2010) Are Visual Approaches to Design Outdated? 8 April. PhD-Design [online]. [8 April 2010]. Available from: https://www.jiscmail.ac.uk/cgi-bin/webadmin?A1=ind1004&L=PHD-DESIGN#11
McCULLOUGH, M. (2005). Digital Ground: Architecture, Pervasive Computing, and Environmental Knowing. Cambridge: MIT Press.
MEGGS, P.B. (1992) Type and Image: The Language of Graphic Design. J. Wiley and Sons, Inc.
SHUSTERMAN, R. (1992). Pragmatist Aesthetics: Living Beauty, Rethinking Art (2nd ed). Blackwell.
Van MANEN, M. (1990) Researching Lived Experience: Human Science for an Action Sensitive Pedagogy. Ontario: The Althouse Press.
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Showing posts with label Kolko. Show all posts
Showing posts with label Kolko. Show all posts
Tuesday, 15 November 2011
Communicational Situation
Labels:
aesthetics of use,
Frascara,
Kolko,
love,
visual communication
Saturday, 27 November 2010
What it's all about… (I hope)
I am interested in the aesthetics of interaction, specifically visualising and facilitating behavioural change in the user’s actions for the benefit of the user. My own journey into interaction design has come through my native design discipline of Visual Communication, and it’s design outcomes of graphic design and illustration. For too long Visual Communication’s contribution to the design of better interactions has (wrongly) been at the end of the design, engineering or construction process - “doing” the aesthetic bit, the artifice. Over the Twentieth century the design outcomes of graphic design and illustration have become so “deeply ingrained in the texture of daily life that (they are) taken for granted” (Crowley, 2004). The misconception that graphic designers are merely the ‘decorationists/dictators of style’ (Laurel, 2003), or just contribute ‘added value’ (Petersen et al., 2004) belies a perceived prejudice based on its commercial service to marketing and advertising. This is unfortunate as Visual Communication’s outcomes go beyond mere decoration, and beyond subservience to consumerism. It leaves out so much of the intellectual design process, and the emotional and social contexts (Kolko, 2010, p102) that the discipline draws from, I am going to suggest a way Visual Communication can be influential earlier in the process of designing interactions.
The visual is a central communication channel in humans’ ability to communicate; together with vocal, touch and smell. Neuroscience, together with anthropology, is even beginning to shed light on understanding our ancient visual communication skills, unlocking our implicit, experiential capacity for communication (Lewis-Williams, 2004). Although the original meanings and messages contained within the earliest images of Visual Communication such as cave paintings are no longer explicitly understood, the power of the visual resonates over millennia. It is clear that the images do encapsulate meaning, we have the semiotic signifiers but what is signified is culturally lost to us. It is within that semiotic framework that is still used that modern designers now use word and image effectively to communicate. As such they have developed the visual culture of 20th and 21st century life, shaping new aesthetic forms across a variety of old and new media, and changing human behaviour as a result. This is why I am interested in using Visual Communication as an influence on designing better interactions. The aesthetic is crucial in designing for use of an interaction and is linked into usability in many ways that can not be measured. Tractinsky (2004) has gone some way to measure the effects of aesthetics on interactions, but aesthetics can only be truly understood qualitatively. I will, in this paper, suggest that this understanding can be done using a pragmatist philosophical view of aesthetics, and the visualising of a phenomenological methodology to interpret experience as directly from the viewpoint of the user as possible. In both cases I will present an argument, both theoretical and practical, on how Visual Communication can help in this. I have two main themes: the connecting of Visual Communication to HCI through a phenomenological study of ‘aesthetics of use’ to understand the phenomenon; and that Visual Communication is a facilitator for behavioural change and therefore well placed to confidently contribute to both design of interactions and ‘aesthetics of use’.
The use of a phenomenological methodology draws on Heideggerian Hermeneutics (1982)(1993), and is based upon a qualitative research framework proposed by Moustakas (1994) where the ‘phenomena’ of an experience can be revealed, which is beyond the reach of quantitative measurement. Moustakas’ framework is adapted to an interpretative phenomenological model using the guidance of van Manen’s (1990) suggestions. Within Human-Computer Interaction (HCI) research Harrison (2007) has been researching into how to qualitatively understand experience. In a pragmatic philosophical way the meaning of what is experienced is “constructed on the fly, often collaboratively, by people in specific contexts and situations, and therefore that interaction itself is an essential element in meaning construction.” (p7). This meaning construction is interpretable and is “irreducibly connected to the viewpoints, interactions, histories, and local resources available to those making sense” of the experience (p7). This HCI perspective allows for synergy with the strengths of Visual Communication, and which can provide an alternative methodology within which to study the ‘aesthetics of use’.
In the first section of this paper I will expand upon my rationale behind my argument of repositioning Visual Communication as an influence upon Interaction Design. I will expand this rationale with a review of the literature strengthening the argument for facilitation for behavioural change, and the use of phenomenology to connect Visual Communication to HCI, in order to understand actual experience of behaviour. The following sections will explain the methods I am engaging to practically create a visual phenomenological methodology, and the initial results of this visual research. Finally I will end with a discussion of the directions, strengths and weaknesses of the current approach. Future work will be discussed before reaching a conclusion.
The visual is a central communication channel in humans’ ability to communicate; together with vocal, touch and smell. Neuroscience, together with anthropology, is even beginning to shed light on understanding our ancient visual communication skills, unlocking our implicit, experiential capacity for communication (Lewis-Williams, 2004). Although the original meanings and messages contained within the earliest images of Visual Communication such as cave paintings are no longer explicitly understood, the power of the visual resonates over millennia. It is clear that the images do encapsulate meaning, we have the semiotic signifiers but what is signified is culturally lost to us. It is within that semiotic framework that is still used that modern designers now use word and image effectively to communicate. As such they have developed the visual culture of 20th and 21st century life, shaping new aesthetic forms across a variety of old and new media, and changing human behaviour as a result. This is why I am interested in using Visual Communication as an influence on designing better interactions. The aesthetic is crucial in designing for use of an interaction and is linked into usability in many ways that can not be measured. Tractinsky (2004) has gone some way to measure the effects of aesthetics on interactions, but aesthetics can only be truly understood qualitatively. I will, in this paper, suggest that this understanding can be done using a pragmatist philosophical view of aesthetics, and the visualising of a phenomenological methodology to interpret experience as directly from the viewpoint of the user as possible. In both cases I will present an argument, both theoretical and practical, on how Visual Communication can help in this. I have two main themes: the connecting of Visual Communication to HCI through a phenomenological study of ‘aesthetics of use’ to understand the phenomenon; and that Visual Communication is a facilitator for behavioural change and therefore well placed to confidently contribute to both design of interactions and ‘aesthetics of use’.
The use of a phenomenological methodology draws on Heideggerian Hermeneutics (1982)(1993), and is based upon a qualitative research framework proposed by Moustakas (1994) where the ‘phenomena’ of an experience can be revealed, which is beyond the reach of quantitative measurement. Moustakas’ framework is adapted to an interpretative phenomenological model using the guidance of van Manen’s (1990) suggestions. Within Human-Computer Interaction (HCI) research Harrison (2007) has been researching into how to qualitatively understand experience. In a pragmatic philosophical way the meaning of what is experienced is “constructed on the fly, often collaboratively, by people in specific contexts and situations, and therefore that interaction itself is an essential element in meaning construction.” (p7). This meaning construction is interpretable and is “irreducibly connected to the viewpoints, interactions, histories, and local resources available to those making sense” of the experience (p7). This HCI perspective allows for synergy with the strengths of Visual Communication, and which can provide an alternative methodology within which to study the ‘aesthetics of use’.
In the first section of this paper I will expand upon my rationale behind my argument of repositioning Visual Communication as an influence upon Interaction Design. I will expand this rationale with a review of the literature strengthening the argument for facilitation for behavioural change, and the use of phenomenology to connect Visual Communication to HCI, in order to understand actual experience of behaviour. The following sections will explain the methods I am engaging to practically create a visual phenomenological methodology, and the initial results of this visual research. Finally I will end with a discussion of the directions, strengths and weaknesses of the current approach. Future work will be discussed before reaching a conclusion.
Rationale
Before I begin to explain how I propose to reposition Visual Communication’s influence on Interaction Design through the ‘aesthetics of use’, I first need to define Interaction Design. This design discipline emerged out of several disciplines including HCI over twenty-five years ago. The term Interaction Design was coined by Bill Moggridge (2007) who felt that there was an opportunity to define a new user-centred design discipline, dedicated to creating imaginative and attractive solutions based upon real needs and desires. This would provide a designed level of aesthetic pleasure in the use of products, systems and services (p14). Interaction designer Jon Kolko (2010) describes the discipline as designing a person’s physical and emotional dialogue. This is a satisfactory experience and engagement, resulting in a form of positive and enjoyable behavioural change, achievable by the interplay of aesthetics, functionality and usability that goes beyond the computer desktop screen. This “emphasizes the human side of technology” (pp11-13), presenting interactive opportunities within the ‘aesthetics of use’, where aesthetic value is culturally situated. This position involving aesthetics can be problematic from a quantitative HCI perspective, but through a phenomenological methodology it can be qualitatively understood. I intend to present such a framework based upon a Visual Communication framework.
Since the development of graphic design as a recognised design field (Heller, 2006), its design discipline of Visual Communication has explored the “cultural phenomena” in order to connect, to communicate, and to alter behaviour. It’s literature often discusses ‘phenomena’ but then uses other qualitative methodologies to try and understand it (Kenney, 2009) such as Grounded Theory, Ethnography etc. With HCI researchers working within a phenomenological, rather than a functionalist, paradigm it brings HCI closer to Visual Communication in exploring aesthetics. Thus providing an opportunity to reposition the latter as an influence on Interaction Design.
I have developed a new design framework, adapting phenomenological methodologies outlined by Moustakas and van Manen into a visual rather than textual methodology. Through developing such a methodology visually, the outcomes of the ‘aesthetics of use’ can be mapped, making the method initially useful to Interaction Designers. I am interested in how aesthetic experience can be mapped using techniques of manipulation of text | image. Within a research project entitled “Internal | External 2010” I examined what is effective in the formation of such a Visual Communication Phenomenological Methodology.
Using a group of eleven Edinburgh-based volunteers from a broad social mix I have experimented with the development of that methodology. I used adapted cultural probes, contextual interviews, observations of an interactive experience and recording techniques to collect the raw phenomenological data. These qualitative methods of data collection are all established and used by many researchers, were adapted to interpretative phenomenological methods. The volunteers were observed all performing similar tasks using an interactive artefact in what Lim (2007) describes as an ‘interaction design space’, based at the University of Edinburgh’s Inspace gallery. From this observation, together with the rich data collected from the contextual interviews and probe, the volunteers’ experiences and behaviours are textually and visually documented, and then visually interpreted using phenomenologically structured Visual Communication techniques, to understand the volunteers aesthetic pleasure of using the interactive artefact. Using a visual hermeneutic circle of reduction, visual outcomes were finally created to phenomenologically interpret the phenomena of ‘aesthetics of use’. This will be discussed in detail later in the paper. Before this I will outline, through the literature, the important theories which I have used to underpin the methodological framework I propose.
Since the development of graphic design as a recognised design field (Heller, 2006), its design discipline of Visual Communication has explored the “cultural phenomena” in order to connect, to communicate, and to alter behaviour. It’s literature often discusses ‘phenomena’ but then uses other qualitative methodologies to try and understand it (Kenney, 2009) such as Grounded Theory, Ethnography etc. With HCI researchers working within a phenomenological, rather than a functionalist, paradigm it brings HCI closer to Visual Communication in exploring aesthetics. Thus providing an opportunity to reposition the latter as an influence on Interaction Design.
I have developed a new design framework, adapting phenomenological methodologies outlined by Moustakas and van Manen into a visual rather than textual methodology. Through developing such a methodology visually, the outcomes of the ‘aesthetics of use’ can be mapped, making the method initially useful to Interaction Designers. I am interested in how aesthetic experience can be mapped using techniques of manipulation of text | image. Within a research project entitled “Internal | External 2010” I examined what is effective in the formation of such a Visual Communication Phenomenological Methodology.
Using a group of eleven Edinburgh-based volunteers from a broad social mix I have experimented with the development of that methodology. I used adapted cultural probes, contextual interviews, observations of an interactive experience and recording techniques to collect the raw phenomenological data. These qualitative methods of data collection are all established and used by many researchers, were adapted to interpretative phenomenological methods. The volunteers were observed all performing similar tasks using an interactive artefact in what Lim (2007) describes as an ‘interaction design space’, based at the University of Edinburgh’s Inspace gallery. From this observation, together with the rich data collected from the contextual interviews and probe, the volunteers’ experiences and behaviours are textually and visually documented, and then visually interpreted using phenomenologically structured Visual Communication techniques, to understand the volunteers aesthetic pleasure of using the interactive artefact. Using a visual hermeneutic circle of reduction, visual outcomes were finally created to phenomenologically interpret the phenomena of ‘aesthetics of use’. This will be discussed in detail later in the paper. Before this I will outline, through the literature, the important theories which I have used to underpin the methodological framework I propose.
The Interaction Design Perspective
The development of the discipline of Interaction Design has been summarised earlier in this paper, but Moggridge from the beginning strove for giving “aesthetic pleasure as well as lasting satisfaction and enjoyment” (2007, p14) in the work that was to be designed. Interaction designers Jon Kolko and Dan Saffer reflect upon this. Saffer summarises the scope of his discipline by detailing what it was not,
“It wasn’t product design exactly, but they were definitely designing products. Nor was it communication [graphic] design, although they used that discipline’s tools as well. It wasn’t computer science either, although a lot of it had to do with computers and software” (2006, p3).
Kolko sees the discipline as designing a person’s physical and emotional dialogue with an interactive artefact or system, leading to both a satisfactory emotional experience and a satisfactory engagement with the content. Once used, the experience should result in a form of behavioural change that is positive, and enjoyable. In my intention to reposition Visual Communication’s influence earlier in the Interaction Design process, it is crucial also to look below the aesthetics of the surface, the visual interface or form, into what Dunne describes as the ‘aesthetics of use’ (1999). To explore and drill-down below the surface of an interaction, into what Nake describes as the ‘subface’ (2008) and Lim et al. term the ‘interaction design space’, an interaction designer needs to gain knowledge about the nature of the interaction; the intent, needs and desires of the user; and the material attributes that can be manipulated to iteratively develop the design. The materials interaction designers use differs from the materials used within Product or Graphic Design (Lim, 2007) and are more ‘flexible, ungraspable, and phenomenal’ (ibid. p245). It is in understanding these attributes of design and their manipulation that creates an interactive experience greater than the attributes used (ibid. p239).
But as Interaction Design’s materials are not tangible, non-qualitative critics have argued that it cannot formalise a design process that is procedurally executable or repeatable. Kolko sees a need for Interaction Design to position itself into a duality that “emphasizes the human side of technology.” (2010, pp11-13). This physical and emotional dialogue is synonymous with McCarthy and Wright’s (2004) underdeveloped ‘emotional-volitional’ component of the relationship between the human and the technology. They discuss users now becoming active consumers who are no longer passive in the relationship with technology, but through their imaginations and emotional attachment to their chosen technology. This quality of experience is a “felt and sensual quality” (p13) within a situated moment that is more than an instrumental exotelic experience. It is what Dewey (1980) describes as an aesthetic experience, a refined form of everyday experience that is satisfying and creative.
Dewey, a pragmatist philosopher, describes aesthetic experience as the “conversion of resistance and tensions, of excitations that in themselves are temptations to diversion, into a movement toward an inclusive and fulfilling close.” (p58) Csikszentimihalyi in his psychology research on FLOW lists eight major components to an aesthetic experience. He describes a phenomenology of enjoyment that can frame an autotelic experience that Dewey would describe as aesthetic. Csikszentimihalyi’s eight components that may all feature together (or in cases only one) are: a chance of completing a task; concentration on actions; action has clear goals; immediate feedback on actions; a deep but effortless involvement; a sense of control over own actions; concern for the self disappears (yet paradoxically the sense of self emerges stronger afterwards); and the sense of the duration of time is altered (p49).
McCarthy and Wright argue that it is the dynamic involving “cumulation, conservation, tension and anticipation” (p64) within a user that is always moving toward a fulfilment where the diversion away from natural obstacles, resistances and tensions are overcome leading toward an outcome that Dewey describes as a close that is both fulfilling and inclusive. This instrumentality of means-end is not exclusively functional but emotionally felt. It sits within a existential situation where the event is always becoming, conditional on the context and the temporality of the situation. The aesthetic experience emerges from the lived experience, where the self can be lost in the moment but can return, feeling nourished and contented. McCarthy and Wright’s perspective on the implications of a ‘emotional-volitional’ component goes beyond a subjective state to the “irreducible totality of people acting, sensing, thinking, feeling, and making meaning in a setting, including the perception and sensation of their own actions” (p85). This is to draw the distinctions between an intrinsic and extrinsic understanding that meaning fluctuates between autotelic and exotelic experience: for both its own sake and for exterior purpose. Dourish (2004) suggests that meaningful experiences are situated within, and shaped by a person’s immersion within the experience.
McCullough develops the argument that actions are shaped by their contexts and that opportunities for participation become available through cognitively encountering them in a situated way. The embodied interaction is resultant from the surrounding possibilities for participation, but the interaction emerges and is shaped peripherally from possible affordances rather than directly imposed choices. The experience is cognitively embodied, with the meaning of it changing through interaction with the system or artefact through its creation and manipulation (McCullough, 2005, p126). The situated action from where the understanding of the experience emerges is at once cognitive, temporal, physical and social (Anderson, 2003). This shifts the focus of an interaction away from the control of the designer and onto a user’s experience of the artefact or system they are using (Gajendar cited in Kolko, 2010, p120). This McCullough sees as a shift of design values “objects to experiences, from performance to appropriateness, from procedure to situation, and from behaviour to intent” (2005, p50). This experience framed within a ‘emotional-volitional’ perspective leads towards a phenomenological approach to understanding and interpreting it. Reframing an experience of an interactive artefact, system or service within such a framework allows for the experience to begin to be understood by the interaction designer as close as possible through the eyes of the user. In doing so new insights in how to design a better user experience can be made through interpretations on human’s real lived useage. In the next section of the literature review this new paradigm will be discussed.
“It wasn’t product design exactly, but they were definitely designing products. Nor was it communication [graphic] design, although they used that discipline’s tools as well. It wasn’t computer science either, although a lot of it had to do with computers and software” (2006, p3).
Kolko sees the discipline as designing a person’s physical and emotional dialogue with an interactive artefact or system, leading to both a satisfactory emotional experience and a satisfactory engagement with the content. Once used, the experience should result in a form of behavioural change that is positive, and enjoyable. In my intention to reposition Visual Communication’s influence earlier in the Interaction Design process, it is crucial also to look below the aesthetics of the surface, the visual interface or form, into what Dunne describes as the ‘aesthetics of use’ (1999). To explore and drill-down below the surface of an interaction, into what Nake describes as the ‘subface’ (2008) and Lim et al. term the ‘interaction design space’, an interaction designer needs to gain knowledge about the nature of the interaction; the intent, needs and desires of the user; and the material attributes that can be manipulated to iteratively develop the design. The materials interaction designers use differs from the materials used within Product or Graphic Design (Lim, 2007) and are more ‘flexible, ungraspable, and phenomenal’ (ibid. p245). It is in understanding these attributes of design and their manipulation that creates an interactive experience greater than the attributes used (ibid. p239).
But as Interaction Design’s materials are not tangible, non-qualitative critics have argued that it cannot formalise a design process that is procedurally executable or repeatable. Kolko sees a need for Interaction Design to position itself into a duality that “emphasizes the human side of technology.” (2010, pp11-13). This physical and emotional dialogue is synonymous with McCarthy and Wright’s (2004) underdeveloped ‘emotional-volitional’ component of the relationship between the human and the technology. They discuss users now becoming active consumers who are no longer passive in the relationship with technology, but through their imaginations and emotional attachment to their chosen technology. This quality of experience is a “felt and sensual quality” (p13) within a situated moment that is more than an instrumental exotelic experience. It is what Dewey (1980) describes as an aesthetic experience, a refined form of everyday experience that is satisfying and creative.
Dewey, a pragmatist philosopher, describes aesthetic experience as the “conversion of resistance and tensions, of excitations that in themselves are temptations to diversion, into a movement toward an inclusive and fulfilling close.” (p58) Csikszentimihalyi in his psychology research on FLOW lists eight major components to an aesthetic experience. He describes a phenomenology of enjoyment that can frame an autotelic experience that Dewey would describe as aesthetic. Csikszentimihalyi’s eight components that may all feature together (or in cases only one) are: a chance of completing a task; concentration on actions; action has clear goals; immediate feedback on actions; a deep but effortless involvement; a sense of control over own actions; concern for the self disappears (yet paradoxically the sense of self emerges stronger afterwards); and the sense of the duration of time is altered (p49).
McCarthy and Wright argue that it is the dynamic involving “cumulation, conservation, tension and anticipation” (p64) within a user that is always moving toward a fulfilment where the diversion away from natural obstacles, resistances and tensions are overcome leading toward an outcome that Dewey describes as a close that is both fulfilling and inclusive. This instrumentality of means-end is not exclusively functional but emotionally felt. It sits within a existential situation where the event is always becoming, conditional on the context and the temporality of the situation. The aesthetic experience emerges from the lived experience, where the self can be lost in the moment but can return, feeling nourished and contented. McCarthy and Wright’s perspective on the implications of a ‘emotional-volitional’ component goes beyond a subjective state to the “irreducible totality of people acting, sensing, thinking, feeling, and making meaning in a setting, including the perception and sensation of their own actions” (p85). This is to draw the distinctions between an intrinsic and extrinsic understanding that meaning fluctuates between autotelic and exotelic experience: for both its own sake and for exterior purpose. Dourish (2004) suggests that meaningful experiences are situated within, and shaped by a person’s immersion within the experience.
McCullough develops the argument that actions are shaped by their contexts and that opportunities for participation become available through cognitively encountering them in a situated way. The embodied interaction is resultant from the surrounding possibilities for participation, but the interaction emerges and is shaped peripherally from possible affordances rather than directly imposed choices. The experience is cognitively embodied, with the meaning of it changing through interaction with the system or artefact through its creation and manipulation (McCullough, 2005, p126). The situated action from where the understanding of the experience emerges is at once cognitive, temporal, physical and social (Anderson, 2003). This shifts the focus of an interaction away from the control of the designer and onto a user’s experience of the artefact or system they are using (Gajendar cited in Kolko, 2010, p120). This McCullough sees as a shift of design values “objects to experiences, from performance to appropriateness, from procedure to situation, and from behaviour to intent” (2005, p50). This experience framed within a ‘emotional-volitional’ perspective leads towards a phenomenological approach to understanding and interpreting it. Reframing an experience of an interactive artefact, system or service within such a framework allows for the experience to begin to be understood by the interaction designer as close as possible through the eyes of the user. In doing so new insights in how to design a better user experience can be made through interpretations on human’s real lived useage. In the next section of the literature review this new paradigm will be discussed.
Labels:
Csikszentimihalyi,
Dewey,
Dourish,
Gajendar,
Kolko,
Lim,
McCarthy,
McCullough,
Moggridge,
Nake,
Saffer
The Visual Communication Perspective
Visual Communication is a design discipline focused upon communication through the manipulation of the relationship between text | image. Within this discipline the two main design outcomes are graphic design and illustration. The discipline’s name places the emphasis upon the method (design), the objective (communication) and the medium (visual), rather than just the creation of graphic forms (outcomes). (Frascara, 2004, p4). Graphic design certainly is a commercial activity with a connection to marketing and advertising, but it performs beyond mere subservience to business models. It shapes much of the visual culture of the modern world (Crowley, 2004), but as a discipline Visual Communication is misunderstood by other disciplines. Other disciplines interchangeably use any of the following terms when referring to Visual Communication: Visual Design, Communication Design, Interface Design, Web Design, and Graphic Design (see Table 1).
Although designers traditionally have focused upon practice, there is a theoretical basis to their work that maximises the transmission of the central message within their design solutions. The sender of the message operates from a perspective of intention; the messenger (the designer) operates from a perspective of proximity; and the receiver reacts interpretively from a perspective of reception using their feelings and perception (Bergström, 2008, pp32-33). The materials to achieve this go beyond the printed page, and include typography, colour, form, texture, line, weight, composition to create discourse and emotional engagement with the communication. The shaping and selecting of the most apt visual combination of elements is important in order to transmit an intended message. The semiotic process of the visual signifier leading to a signified communication to an audience is usually within a specific socio-cultural context, and is intended to rhetorically elicit some form of behavioural change in the audience. The designer’s skill and ability to do this effectively is more complex than it first appears, and less self-serving and subjective the more it is understood. It is true, to a degree, that to some designers their work is implicit and creatively intuitive and devoid of theoretical rules; but the discipline is deeper than this.
Barnard uses the phrase “communication is a cultural phenomenon, not an engineering problem” (2005, p28) with which he means that this construction can only be investigated semiotically and through qualitative methods. Jorge Frascara (2004) attempts to reposition the understanding of Visual Communication as a proactive facilitator of behavioural change. The core of their arguments rests in the relationship between text | image to incite a change of behaviour in the viewer, using the rhetorical and semiotic structure underlying this relationship. Frascara says, “It would be a fundamental error to believe that in design one can deal with the form independent of content, or with sensorial, independent of the cognitive and the emotional.” (2004, p65). Barnard folds into this the semiological roots of Visual Communication, “Signs and codes are the bases of meanings in semiology. And signs and codes are explained in terms of learned and variable cultural rules.” (2005, p28). Through this framework for identifying behaviour, experience is evoked by tangible and experiential engagement with an artefact or in a situation, whether physical or digital. Interaction designer Jon Kolko sees this contextual framework as a methodology to connect ‘people, technology, and the emotional qualities of sensory data’ (p41) together to discover the effectiveness, scalability, usability and engagement of the solution. His use of the term ‘sensory data’ suggests that that data is mediated in some way. If data is to be classed as sensory with emotional qualities, then an aesthetic is emerging. This is phenomenological and Visual Communication has historical precedence in balancing the ‘tension between structure and freedom’ (Helfand, 2001, p61).
Some of the early Modernist progenitors that influenced the discipline’s development, Rodchenko, Lissitzky and Moholy-Nagy, moved ‘freely across the boundaries’ (MacDonald, 2004a) that defined its development into a less commercial and more experimental, rhetorical direction. From the manifestos of Contructivism, Futurism, de Stilj through to the minimalism of Bauhaus (Lupton & Miller, 2009, p62) and the International Style; the semiotic experimentation of visual language has led to the position where the viewer is equally involved in the processing of the visually communicated message. Typographer Jan Tschichold strove for a clear and ambiguous form of emotional clarity in communication. In his essay on New Typography he for urges that “a fresh and original intellectual approach is needed, avoiding all standard solutions” to achieve communication. Visual Communication’s visual language has developed “a ‘grammar’ of contrasts (instability/balance, asymmetry/symmetry, soft/hard, heavy/light)” (Lupton and Miller, 1999, p64). Within this tension comes a benefit of ‘structured clarity’ with a capacity of inventive expression, a liberation of a ‘subjective point of view as an enhanced expression of fact - not at the expense of it’ (Helfand, 2001, p62).
If communication, meaning, interpretation and construction can only be understood through qualitative means then, I argue that a methodology of understanding this through adaptation of research methods taken from phenomenology would help reposition Visual Communication as an influence upon Interaction Design. From the literature on Visual Communication the word phenomena is widely used to describe the discipline’s internal and external characteristics. Heller (2001) refers to ‘design phenomena’; Margolin (1996), Williams (2007), Huck (1997) and Barry (1997) all use the term ‘phenomena’ in different philosophical and sociological contexts when explaining aspects of Visual Communication; and Margolin, Hill (2004), and Smith (2005) take their theses deeper into phenomenology. But all stop short from using phenomenological methodologies to explore their individual perspectives. Kenney (2009) in his book on Visual Communication Research Designs, he features examples of Ethnography, Discourse Analysis and Content Analysis as qualitative research methodologies. But nothing on phenomenological methodologies despite the literature using the term ‘phenomena’ quite freely.
Although designers traditionally have focused upon practice, there is a theoretical basis to their work that maximises the transmission of the central message within their design solutions. The sender of the message operates from a perspective of intention; the messenger (the designer) operates from a perspective of proximity; and the receiver reacts interpretively from a perspective of reception using their feelings and perception (Bergström, 2008, pp32-33). The materials to achieve this go beyond the printed page, and include typography, colour, form, texture, line, weight, composition to create discourse and emotional engagement with the communication. The shaping and selecting of the most apt visual combination of elements is important in order to transmit an intended message. The semiotic process of the visual signifier leading to a signified communication to an audience is usually within a specific socio-cultural context, and is intended to rhetorically elicit some form of behavioural change in the audience. The designer’s skill and ability to do this effectively is more complex than it first appears, and less self-serving and subjective the more it is understood. It is true, to a degree, that to some designers their work is implicit and creatively intuitive and devoid of theoretical rules; but the discipline is deeper than this.
Barnard uses the phrase “communication is a cultural phenomenon, not an engineering problem” (2005, p28) with which he means that this construction can only be investigated semiotically and through qualitative methods. Jorge Frascara (2004) attempts to reposition the understanding of Visual Communication as a proactive facilitator of behavioural change. The core of their arguments rests in the relationship between text | image to incite a change of behaviour in the viewer, using the rhetorical and semiotic structure underlying this relationship. Frascara says, “It would be a fundamental error to believe that in design one can deal with the form independent of content, or with sensorial, independent of the cognitive and the emotional.” (2004, p65). Barnard folds into this the semiological roots of Visual Communication, “Signs and codes are the bases of meanings in semiology. And signs and codes are explained in terms of learned and variable cultural rules.” (2005, p28). Through this framework for identifying behaviour, experience is evoked by tangible and experiential engagement with an artefact or in a situation, whether physical or digital. Interaction designer Jon Kolko sees this contextual framework as a methodology to connect ‘people, technology, and the emotional qualities of sensory data’ (p41) together to discover the effectiveness, scalability, usability and engagement of the solution. His use of the term ‘sensory data’ suggests that that data is mediated in some way. If data is to be classed as sensory with emotional qualities, then an aesthetic is emerging. This is phenomenological and Visual Communication has historical precedence in balancing the ‘tension between structure and freedom’ (Helfand, 2001, p61).
Some of the early Modernist progenitors that influenced the discipline’s development, Rodchenko, Lissitzky and Moholy-Nagy, moved ‘freely across the boundaries’ (MacDonald, 2004a) that defined its development into a less commercial and more experimental, rhetorical direction. From the manifestos of Contructivism, Futurism, de Stilj through to the minimalism of Bauhaus (Lupton & Miller, 2009, p62) and the International Style; the semiotic experimentation of visual language has led to the position where the viewer is equally involved in the processing of the visually communicated message. Typographer Jan Tschichold strove for a clear and ambiguous form of emotional clarity in communication. In his essay on New Typography he for urges that “a fresh and original intellectual approach is needed, avoiding all standard solutions” to achieve communication. Visual Communication’s visual language has developed “a ‘grammar’ of contrasts (instability/balance, asymmetry/symmetry, soft/hard, heavy/light)” (Lupton and Miller, 1999, p64). Within this tension comes a benefit of ‘structured clarity’ with a capacity of inventive expression, a liberation of a ‘subjective point of view as an enhanced expression of fact - not at the expense of it’ (Helfand, 2001, p62).
If communication, meaning, interpretation and construction can only be understood through qualitative means then, I argue that a methodology of understanding this through adaptation of research methods taken from phenomenology would help reposition Visual Communication as an influence upon Interaction Design. From the literature on Visual Communication the word phenomena is widely used to describe the discipline’s internal and external characteristics. Heller (2001) refers to ‘design phenomena’; Margolin (1996), Williams (2007), Huck (1997) and Barry (1997) all use the term ‘phenomena’ in different philosophical and sociological contexts when explaining aspects of Visual Communication; and Margolin, Hill (2004), and Smith (2005) take their theses deeper into phenomenology. But all stop short from using phenomenological methodologies to explore their individual perspectives. Kenney (2009) in his book on Visual Communication Research Designs, he features examples of Ethnography, Discourse Analysis and Content Analysis as qualitative research methodologies. But nothing on phenomenological methodologies despite the literature using the term ‘phenomena’ quite freely.
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