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MY'STORY

The MOVE Fire

This is a personal recollection on the Move fire on May 13, 1985 Philadelphia police fired thousands of rounds at the MOVE house, city officials approved dropping an explosive device on the roof, the resulting fire was allowed to burn, 11 people—including five children—died, and 61 homes were destroyed. Philadelphia City Council later called it a “brutal attack carried out by the City of Philadelphia on its own citizens” and acknowledged that no individual faced criminal consequences for the bombing. One timeline correction worth preserving for the BHP record: the major previous MOVE-police confrontation was August 8, 1978, about seven years before the bombing, not a year or two earlier. Officer James Ramp was killed, other police and firefighters were wounded, nine MOVE members were later convicted, and television cameras recorded police beating Delbert Africa during his arrest. The 1985 MOVE Commission later specifically criticized city planners for failing to adequately use lessons from that 1978 confrontation. And that actually strengthens the point you’re making: 1985 did not happen without precedent or institutional memory. There had already been a deadly confrontation with MOVE, years of conflict, negotiations and police involvement before Osage Avenue.

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BLACK FACTS
The Truths They Never Taught You...

Shirley Chisholm — Unbought and Unbossed

In 1968 Shirley Chisholm became the first Black woman elected to the United States Congress. In 1972 she launched a campaign for the Democratic presidential nomination, breaking another political barrier.

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BHP gathered finds from its connected research sources. Showing the 4 strongest Black History matches.
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Wikipedia

Interactive design

Interactive design diagram

Interactive design is a user-oriented field of study that focuses on meaningful communication using media to create products through cyclical and collaborative processes between people and technology. Successful interactive designs have simple, clearly defined goals, a strong purpose and intuitive screen interface.[1][2][3]

Interactive design compared to interaction design

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In some cases interactive design is equated to interaction design; however, in the specialized study of interactive design there are defined differences. To assist in this distinction, interaction design can be thought of as:

  • Making devices usable, useful, and fun, focusing on the efficiency and intuitive hardware[4]
  • A fusion of product design, computer science, and communication design[4]
  • A process of solving specific problems under a specific set of contextual circumstances[4]
  • The creation of form for the behavior of products, services, environments, and systems[5]
  • Making dialogue between technology and user invisible, i.e. reducing the limitations of communication through and with technology.[6]
  • About connecting people through various products and services,[7]

Whereas interactive design can be thought of as:

  • Giving purpose to interaction design through meaningful experiences [8]
  • Consisting of six main components including User control, Responsiveness, Real-Time Interactions, Connectedness, Personalization, and Playfulness [9]
  • Focuses on the use and experience of the software [10]
  • Retrieving and processing information through on-demand responsiveness [11]
  • Acting upon information to transform it [12]
  • The constant changing of information and media, regardless of changes in the device [13]
  • Providing interactivity through a focus on the capabilities and constraints of human cognitive processing [14]

While both definitions indicate a strong focus on the user, the difference arises from the purposes of interactive design and interaction design. In essence interactive design involves the creation of interactive products and services, while interaction design focuses on the design of those products and services.[15] Interaction design without interactive design provides only design concepts. Interactive design without interaction design may not built products good enough for the user.

History

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Fluxus

[edit]

Interactive Design is heavily influenced by the Fluxus movement, which focuses on a "do-it-yourself" aesthetic, anti-commercialism and an anti-art sensibility. Fluxus is different from Dada in its richer set of aspirations. Fluxus is not a modern-art movement or an art style, rather it is a loose international organization which consists of many artists from different countries. There are 12 core ideas that form Fluxus.[16][17][18]

  1. Globalism
  2. Unity of Art and Life
  3. Intermedia
  4. Experimentalism
  5. Chance
  6. Playfulness
  7. Simplicity
  8. Implicativeness
  9. Exemplativism
  10. Specificity
  11. Presence in time
  12. Musicality

Computers

[edit]

The birth of the personal computer gave users the ability to become more interactive with what they were able to input into the machine. This was mostly due to the invention of the mouse. With an early prototype created in 1963 by Douglas Engelbart, the mouse was conceptualized as a tool to make the computer more interactive.[19]

The Internet and Interactive Design

[edit]

With the tendency of increasing use to the Internet, the advent of interactive media and computing, and eventually the emergence of digital interactive consumer products, the two cultures of design and engineering gravitated towards a common interest in flexible use and user experience. The most important characteristic of the Internet is its openness to communication between people and people. In other words, everyone can readily communicate and interact with what they want on the Internet. Recent century, the notion of interactive design started popularity with Internet environment. Stuart Moulthrop was shown interactive media by using hypertext, and made genre of hypertext fiction on the Internet. Stuart philosophies could be helpful to the hypertext improvements and media revolution with developing of the Internet. This is a short history of Hypertext. In 1945, the first concept of Hypertext had originated by Vannevar Bush as he wrote in his article As We May Think. And a computer game called Adventure was invented as responding users' needs via the first hypertextual narrative in the early 1960s. And then Douglas Engelbart and Theodor Holm Nelson who made Xanadu collaborated to make a system called FRESS in the 1970's. Their efforts brought immense political ramifications. By 1987, Computer Lib and Dream Machine were published by Microsoft Press. And Nelson joined Autodesk, which announced plans to support Xanadu as a commercial. The definition of Xanadu is a project that has declared an improvement over the World Wide Web, with mission statement that today's popular software simulates paper. The World Wide Web trivializes our original hypertext model with one-way ever-breaking links and no management of version or contents. In the late 1980s, Apple computer began giving away Hypercard. Hypercard is relatively cheap and simple to operate. In the early 1990s, the hypertext concept has finally received some attention from humanist academics. We can see the acceptance through Jay David Bolters ' Writing Space (1991)', and George Landow's Hypertext.[20][21]

Advertising

[edit]

Upon the transition from analogue to digital technology, one sees a further transition from digital technology to interactive media in advertising agencies. This transition caused many of the agencies to reexamine their business and try to stay ahead of the curve. Although it is a challenging transition, the creative potential of interactive design lies in combining almost all forms of media and information delivery: text, images, film, video and sound, and that in turn negates many boundaries for advertising agencies, making it a creative haven.[citation needed]

Hence, with this constant motion forward, agencies such as R/GA have established a routine to keep up. Founded in 1977 by Richard and Robert Greenberg, the company has reconstructed its business model every nine years. Starting from computer-assisted animation camera, it is now an "Agency for the Digital World". Robert Greenberg explains: "the process of changing models is painful because you have to be ready to move on from the things that you're good at". This is one example of how to adapt to such a fast-paced industry, and one major conference that stays on top of things is the How Interactive Design Conference, which helps designers make the leap towards the digital age.[22][23][24][25]

Interactive new media art

[edit]

Nowadays, following the development of science and technology, various new media appear in different areas, like art, industry and science. Most technologies described as "new media" are digital, often having characteristics of being manipulated, networkable, dense, compressible, and interactive (like the internet, video games and mobiles). In the industry field, companies no longer focus on products itself, they focus more on human-centered design. Therefore, "interactive" become an important element in the new media. Interactivity is not only computer and video signal presenting with each other, but it should be more referred to communication and respondence among viewers and works.

According to Selnow's (1988) theory, interactivity has three levels:

  1. Communicative Recognition: This communication is specific to the partner. Feedback is based on recognition of the partner. When a learner inputs information into a computer and the computer responds specifically to that input, there is mutual recognition. The menu format allows mutual recognition.
  2. Feedback: The responses are based on previous feedback. As the communication continues, the feedback progresses to reflect understanding. When a learner refines a search query and the computer responds with a refined list, message exchange is progressing.
  3. Information Flow: There is an opportunity for a two-way flow of information. It is necessary both the learner and the computer have means of exchanging information. The search engine tool allows for learner input via use of the keyboard and the computer responds with written information.[26]

New media has been described as the "mixture between existing cultural conventions and the conventions of software. For instance newspapers and television, they have been produced from traditional outlets to forms of interactive multimedia." New media can allow audiences access to content anytime, anywhere, on any digital device. It also promotes interactive feedback, participation, and community creation around the media content.

New media is a vague term to mean a whole slew of things. The Internet and social media are both forms of new media. Any type of technology that enables digital interactivity is a form of new media. Video games, as well as Facebook, would be a great example of a type of new media.[citation needed] New media art is simply art that utilizes these new media technologies, such as digital art, computer graphics, computer animation, virtual art, Internet art, and interactive art. New media art is very focused on the interactivity between the artist and the spectator.[27]

Many new media art works, such as Jonah Brucker-Cohen and Katherine Moriwaki's UMBRELLA.net and Golan Levin et al.'s Dialtones: A Telesymphony,[28] involve audience participation. Other works of new media art require audience members to interact with the work but not to participate in its production. In interactive new media art, the work responds to audience input but is not altered by it. Audience members may click on a screen to navigate through a web of linked pages, or activate motion sensors that trigger computer programs, but their actions leave no trace on the work itself. Each member of the audience experiences the piece differently based on the choices he or she makes as while interacting with the work. In Olia Lialina's My Boyfriend Came Back From The War, for example, visitors click through a series of frames on a Web page to reveal images and fragments of text. Although the elements of the story never change, the way the story unfolds is determined by each visitor's own actions.[29][30]

References

[edit]
  1. ^ Graham, Lisa (1998). Principles of Interactive Design. Delmar Cengage Learning; 1 edition. p. 240. ISBN 0-8273-8557-9.
  2. ^ Graham, Lisa. "The Profile System". University of Texas at Arlington.
  3. ^ Crawford, Chris (2003). Art of Interactive Design. William Pollock. p. 387. ISBN 978-1-886411-84-5.
  4. ^ a b c Saffer, Dan (2010). Designing for Interaction. Berkeley, California: New Riders. p. 223. ISBN 978-0-321-64339-1. Retrieved 29 October 2012.
  5. ^ "Carnegie Mellon - Interaction Design Program". Archived from the original on 2012-11-30. Retrieved 2012-10-29.
  6. ^ Kolko, Jon (2011). Thought on Interaction Design. Burlington, Massachusetts: Morgan Kaufmann. p. 128. ISBN 978-0-12-380930-8. Retrieved 29 October 2012.
  7. ^ University of Washington - Interaction Design Course Description
  8. ^ Savannah College of Art and Design - Interactive Design and Game Development Program Description
  9. ^ "Interactivity and Revisits to Websites: A Theoretical Framework" (PDF). Archived from the original (PDF) on 2016-01-09. Retrieved 2012-10-29.
  10. ^ "Interaction Design Institute". Archived from the original on 2013-06-02. Retrieved 2020-01-24.
  11. ^ "Cognitive Design Solutions - Interactivity Defined". Archived from the original on 2013-05-18. Retrieved 2012-10-29.
  12. ^ "University of Alberta". Archived from the original on 2013-05-03. Retrieved 2012-10-29.
  13. ^ Graham, Palanque, T.C. Nicholas, Philippe (2008). Interactive Systems: Design, Specification, and Verification. Berlin, Germany: Springer-Verlag Berlin Heidelberg. p. 309. ISBN 978-3-540-70568-0. Retrieved 29 October 2012.{{cite book}}: CS1 maint: multiple names: authors list (link)
  14. ^ Curran, Steve (2003). Convergence Design. Gloucester, MA: Rockport Publishers Inc. p. 160. ISBN 1-56496-904-5. Retrieved 29 October 2012.
  15. ^ Interaction Design Foundation - What is Interaction Design?
  16. ^ Art and Science of Interaction and Interface Design
  17. ^ Farrington, Paul (2002). Interactive-The internet for graphic designers. RotoVision SA. ISBN 2-88046-643-1.
  18. ^ Ken Friedman - Forty years of Fluxus Archived 2010-02-11 at the Wayback Machine
  19. ^ "NASA - Birth of the Mouse".
  20. ^ Wardrip-Fruin, Noah; Montfort, Nick, eds. (2003). The new media reader. Cambridge, MA: MIT Press. ISBN 978-0-262-23227-2.
  21. ^ Parker, Lauren (2004). Interplay: interactive design. London: V & A Pub. ISBN 1-85177-433-5.
  22. ^ McCaren, Bridgid. "Welcome". Archived from the original on 6 November 2012. Retrieved 28 October 2012.
  23. ^ O'Brian, Timothy (12 February 2006). "Madison Avenue's 30-Second Spot Remover". New York Times. Retrieved 28 October 2012.
  24. ^ Pedersen, Martin (1991). Graphis Interactive Design I. New York: Graphis Inc. ISBN 1-888001-63-1.
  25. ^ Greenberg, Robert. "R/GA Homepage". Retrieved 28 October 2012.
  26. ^ Farrell, Inez Hofner (7 March 2000). Navigation Tools' Effect on Learners' Achievement and Attitude (PhD thesis). Virginia Polytechnic Institute and State University. hdl:10919/26815.
  27. ^ "Creating Art as a Community". ArtInteractive.org. Archived from the original on March 16, 2012.
  28. ^ Dialtones: A Telesymphony
  29. ^ "New Media Art". the Enterprise Wiki. Archived from the original on 2010-07-05. Retrieved 2012-11-03.
  30. ^ V. Iuppa, Nicholas (1998). designing interactive digital Media. Focal Press. pp. 39–42. ISBN 0-240-80287-X.

Further reading

[edit]

Source: Wikipedia. Article content is retrieved live through the MediaWiki API.

Wikipedia

Interactive design

Interactive design is a user-oriented field of study that focuses on meaningful communication using media to create products through cyclical and collaborative processes between people and technology. Successful interactive designs have simple, clearly defined goals, a strong purpose and intuitive screen interface.

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Wikipedia

Interactive Design Institute

The Interactive Design Institute (IDI) was the UK's leading provider of online courses in art and design, in collaboration with the University of Hertfordshire.

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Wikipedia

Interactive storytelling

Interactive storytelling is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly. The field of study surrounding interactive storytelling encompasses many disparate fields, including psychology, sociology, cognitive science, linguistics, natural language processing, user interface design, computer science, and emergent intelligence. They fall under the umbrella term of Human-Computer Interaction (HCI), at the intersection of hard science and the humanities. The difficulty of producing an effective interactive storytelling system is attributed to the ideological division between professionals in each field: artists have trouble constraining themselves to logical and linear systems and programmers are disinclined to appreciate or incorporate the abstract and unproven concepts of the humanities.

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Wikipedia

Edwin Schlossberg

Edwin Arthur Schlossberg (born July 19, 1945) is an American designer, artist, and author. A pioneer and leader of interactive museum installations, he is the founder and principal designer of ESI Design, a multidisciplinary firm specializing in interactive environments for discovery learning and communication. An author of eleven books including Interactive Excellence: Defining and Developing New Standards for the Twenty-first Century, Schlossberg’s artworks have also appeared in solo exhibitions and museum collections in the United States and around the world. Born and raised in New York City, Schlossberg earned a Ph.D. in Science and Literature from Columbia University and has also lectured at Columbia and the Rhode Island School of Design. Called the "Grandmaster of Interactivity" by the Los Angeles Times, he won the National Arts Club Medal of Honor in 2004, and in 2011, was appointed by 44th U.S. President Barack Obama to the U.S. Commission of Fine Arts, serving until 2013.

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TOPIC OF THE DAY

Greenwood / Black Wall Street

Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.

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TRIVIA QUESTION OF THE DAY

Which Black woman became the first elected to the United States Congress?

Shirley Chisholm, elected in 1968.