Amorphous interactivity
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A designer of interactive publications will probably make
a product that rides the waves of popular culture and design it to - at
least - generate an illusion of creativity for the end user. The designer
will have moved on to other, even more tempting, over designed techno-debris
to engage consumer or institutional interest, just before the cultural
fancy of the previous has been completely faded away: this is the exponential
escalation of the modern western culture’s addiction to ever-increasing
novelty as a substitute for creative and critical engagement.
Individual people or co-operatives truly concerned with shaping the new media for innovative and cultural application (and this definition doesn't exclude commercial [video game etc.] developers) have a real difficult task: they must identify how technology could create a context for a substantive, interactive experience. They'll have to forge a new type of content - not available in other media - that will teach the spectator how to learn, which can encourage participatory consciousness, which will free the mind rather than entrap it. Some guiding clues on this path may be found in the familiar media already
available: consider the novel; photography and film / video; theatre and
music. In these respective disciplines style and form draw the spectator
into an experience of the meaning (the content) of the work.
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Amorphous interactivity hasn't a typical style or form
of it's own, instead it tries to adapt to the 'habits' of an individual
'operator' (i.e. the spectator). It's roughly comparable with 'behaviour
learning software' such as under development by XEROX corporation
(and adaptations of this idea among others by Microsoft corporation) to
construct user friendly intelligent operating systems and applications
for micro-computers. Naturally an amorphous interactivity system would
have some default behaviours to start the process.
The initial draw can be - perhaps must be - simplicity and a linear approach; pulling the spectator into a (new) experience that would otherwise not be engaged. From there, the media would more or less adapt based on its interaction with the spectator, drawing the spectator into greater depth - revealing greater substance. Of course amorphous interactivity could only work with a substantive content, ultimately with the spectator shaping that substance. The interactivity transforms over time from presenting a fixed work - created by an author for a unknown audience - into an interactivity to be defined by the spectator in a learning process to engage creatively with the possibilities of the system. The content is a process: the process of style growing and adapting in a system with the spectator. Such interactive processes could have different outcomes from conventional
popular media. It could encourage critical thinking and perception, self-awareness,
and intellectual development.
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The software could be contained in the usual (but probably
enhanced) computer environment and for example on the internet (-sites),
providing in a human-computer interaction with in principal unending potential.
(content could be updated and 'alive' for longer periods of time) With
this model of interactive media, it would become possible to create content
unachievable in any other form. While applications with this scope aren't
yet possible on the internet in the present state of infrastructure, a
moderate approach to this kind of organization of media content is already
possible; certainly on cd-roms for domestically usage. It's not so much
technology but rather an awareness: this is media that is not just about
but is the process of creative engagement. In a sense a simple linear approach
to interactivity could be prevalent to a designers 'behaviouristic' assumption
because it could stand in the way to reveal the content. (assuming there
is any)
In order to really implement the 'learning' behaviour in an interactivity system more research in this field is neccessary: by both the designers of human-interfaces and the authors of (instable) content. What this requires is time, commitment, and creativity aimed at transformation of consciousness rather than mere propagation of technological novelty. On-Line TEXTS (with regards to Brett Battey's texts on creativity and interactivity) |