Understanding “interaction”
According to the readings, interaction includes three parts: input, process and output. In soe interactive designs, the changing value of variables has to be reflected in the output in one way or another. One project that aligns with this definition is Netflix’s new interactive episode of Blackmirror. It allows the viewer to decide how the story would develop at several points, and therefore what you are offered with is one of the many versions of the story. This is not a typical kind of interactive design, for the logic of processing is very simple without any code involved, but I do consider it an interactive design. In this new form of TV show, the decision-making is an input, then the computer processes the “click”, and it offers plots that change correspondingly with the viewer’s choice. What is worth noting that the whole story would not be complete without the participation of the viewer, which triggers my understanding of interaction. As is written in the news report, “It could be a wacky comedy. It could be a romance, where the audience gets to choose: Should she go out with him, or him?”
As for a counterexample, it is easier to find since basically most of the art designs we can see is not interactive. This artist, Brandi Twilley, painted her miserable childhood. One might argue that the viewer is “communicating” with the artwork mentally, but the truth is the painting would not be any different with or without the viewer. There is no input, no processing and no output at all, which makes it a great piece of art but not interactive art.
About our group project
The idea of our group, Smart Floors, is inspired by an interactive design showed on our class, the piano step. When one steps on the keys, the steps would actually produce piano sound, which makes people prefer to walk on the steps rather than use the elevator right next to it. The principle behind this, is that the output (music) is rewarding enough to tempt people into putting in input over and over again. How about the reverse version of this principle? Therefore, we came up with the Smart Floors idea—-the feedback can be so repulsive that no one wants to step onto it again. It could be used in house safety, or it could be used to protect babies or animals from entering into a more dangerous place.
Smart Floors aligns with the definition of interaction because it contains the complete procedure of input, processing and output. Also, its output changes correspondingly with the input. When a baby or a pet steps onto the ground, the “pleasure” setting is triggered, which keeps the subject inside and keeps entertaining it. If a thief enters, then he would be momentarily traumatized by the “scary” setting, which prevents him from ever intruding again. In other words, the input is the action of a subject and variables including height, weight, etc. Then, Smart Floors processes the data and chooses to please or to scare the subject. Finally, it produces output that affects on the subject psychologically and physically.
References
https://www.vice.com/en_us/article/7xnq3a/netflix-more-interactive-movies-like-bandersnatch-rom-coms-todd-yellin-interview-vgtrn
https://www.vice.com/en_us/article/kzzg4e/artist-paints-the-fire-that-destroyed-her-childhood-home
Piano Staircase:
https://www.youtube.com/watch?v=SByymar3bds