BlogErik Loyer : Eloquent interactive media

Blue Velvet: the architecture of poetry

Digital Humanities, Interactive Design

The following is the designer’s statement from Blue Velvet, one of the projects in the Difference issue of Vectors that launched this week.

Music is a much more direct ancestor to interactive media than cinema. The mathematical and logical frameworks, the use of score as a generative source, the importance of live performance—all find strong parallels in digital interactivity.  Poetry, too, shares many of these qualities, and in my experience authors with a poetic sensibility are often the ones who feel the greatest sense of liberation as they engage interactive platforms.

Scholars like David Theo Goldberg, who possess an innate predilection for the poetic, frequently find that their more fanciful instincts, which may be quashed in other formats, can be expressed more freely here. Of course, freedom in this medium, as in the other arts, frequently thrives within well-defined limitations. In interactive media, a good content architecture—realized in most Vectors projects in the form of a database—fulfills this role, taking account of the territory it is meant to represent and shutting down unproductive structural avenues while encouraging the fruitful ones. If all goes well, the author gains an expressive scaffold which resonates with the ideas at hand.

The database design for Blue Velvet initially suffered from overconnectedness—too many kinds of things were linked in too many ways. The common result in this situation is that author and user alike become confused about what they are supposed to be doing. Stefka Hristova was instrumental in identifying these kinds of problems and suggesting solutions. Through collaborative pruning and condensing of the structure, amplified in our case by the decision to give the work a linear spine, we were able to identify and foster a regular rhythm for the interaction—an oscillation between above ground and underwater, placidity and turmoil, complacency and catastrophe.

The ways in which falling words “dissolve” and reconfigure themselves in the piece was a structural conceit designed to give David the chance to explore something I kept hearing during our phone conversations: his penchant for wordplay. He would frequently substitute the expected word in a sentence with a similar word that threw an (often humorous) twist into the idea being expressed. Taking inspiration from this trait, I came up with a database structure that would allow David to define how words would break apart and transform. David took to the concept immediately, which was very gratifying, and resulted in some inspired word associations.

A final note: Blue Velvet includes an interactive index—an experiment in making the underlying structures of Vectors projects more accessible to the public.  Using the index, you can browse the project’s database visually and bookmark specific elements for citation purposes.  The piece itself remains the preferred way of accessing David’s work, but we hope elements like the index and video tutorial will help to bring Vectors projects to a wider audience.


Nation on the Move: entropic agents at work

Digital Humanities, Interactive Design

The following is the designer’s statement from Nation on the Move, one of the projects in the Difference issue of Vectors that launched this week.

Interfaces are often marketed as filters that help to distinguish signal from noise in an information-saturated environment.  They enable us, we are told, to reveal messages that would have otherwise been hidden in clutter; they allow us to make information more appealing by removing traces of the things which disinterest us.

In Nation on the Move, our goal was the opposite: instead of rendering complicated things simple, Minoo Moallem and I wanted to trouble simplicity with disorder. Over the course of the piece, a single thread is pulled, teased and stretched into a chaotic web of interconnections between ideas of nationhood, gender, commerce and art that comprise the world of the Persian carpet. At the heart of the work is an acknowledgment of the essential impossibility of “sorting out” these relationships into some well-defined hierarchy.

Paradoxically, this rhetorical strategy is the result of careful interpretation of the extreme orderliness of the database which drives the project.  This database is comprised of “panels” defining each image and video clip the user sees. Each panel contains active locations called “sites” at which one or more pieces of content may live. Each piece of content is then assigned a thematic “thread” which ends up being rendered as a literal thread in the visual presentation. As the user progressively reveals the content of the piece, these threads become more and more jumbled.

The chaotic trajectories of the threads arise from two factors. The first is that our foundation visual element is the image, which we treat as a 2D landscape containing short texts at specific locations suggested by the image content.  Since the individual images have no relationship to each other in their composition, the texts end up being laid out in a fashion which appears almost random. The second factor is the visual persistence of the threads, which are constrained to pass through the location of each bit of content to which they are linked. The combination of these elements ensures that once the user has explored a majority of the images she will be faced with a tangle of threads anchored by content which seems to be laid out at random.

The seeming chaos of the piece is thus quite designed, as it often is in the digital realm. Unlike the physics of disarray we’re accustomed to encountering in the physical world, in the digital world content creators are frequently cast in the role of entropic agents, adding measured amounts of chaos in an attempt to hit the “sweet spots” of human perception. To see a visual representation of the order which the project transmutes into chaos, take a look at the project’s interactive index, an experiment in making the underlying structure of Vectors projects more accessible to the general public. The index is a graphical browser of the Nation on the Move database in which individual elements can be bookmarked for review or citation purposes. Our hope is that features like the index and the project’s video tutorial will help bring greater transparency to our practice and product.


A long, winding (and fascinating) “Road” at AppleInsider

Interactive Design

A screenshot from Ye Olde Finder 5.1.'

A screenshot from Ye Olde Finder 5.1.

A quick update: I wanted to call attention to a great series of articles on AppleInsider previewing interface novelties in the upcoming Leopard incarnation of Mac OS X. This isn’t your usual Apple fanboy boosterism, however—each article places a single new feature of the OS in historical context, with screenshots from earlier operating systems (I find the comparisons with NeXTSTEP particularly interesting).

Here are links to the articles published in the “Road to Mac OS X Leopard” series to date:

Road to Mac OS X Leopard: Finder 10.5

Road to Mac OS X Leopard: Dock 1.6

Road to Mac OS X Leopard: Spaces

Road to Mac OS X Leopard: Time Machine

Road to Mac OS X Leopard: Mail 3.0

Road to Mac OS X Leopard: iChat 4.0

Road to Mac OS X Leopard: iCal 3.0

Road to Mac OS X Leopard: Safari 3.0


TENORI-ON is happy-making

Animation, Exemplary Work, Interactive Design, Music

Toshio Iwai, interactive media artist and creator of Electroplankton, gave a solo performance of his new instrument, the TENORI-ON, last night at a launch event in London. Composer Gary Kibler was there and posted a number of videos of the event. Check out the clip below—there’s a very specific joy about this device that occurs when he creates a loop and then hides it to begin work on another layer. Creating a tangible rhythm out of light, and then hiding the light while the rhythm persists… it immediately engages the maker instinct. The promise is one of building music with smart light, light that’s better than light because it remembers and holds its state in secret while you go to work on another facet of the composition. Great concept, can’t wait to see where it goes.

Source: Create Digital Music

Update: Further reflections on the device from Gary Kibler: Hands On Tenori-On: Close Encounters of the Interactive Music Kind


“We get to decide” what is next-gen

Games, Interactive Design, Wii

Don Daglow

This is so right on, I couldn’t pass it up. In a speech at the GCDC in Germany this afternoon (covered in this article at, Stormfront Sudios President and CEO Don Daglow made some excellent points that deserve to be repeated far and wide.

“If it changes the player’s view of what interactive entertainment is; if you think differently about it; if you have a new perspective after playing the game that you didn’t have before, to me that’s next-gen,” Daglow said in a refutation of conventional wisdom that you can’t create a next-gen experience without dramatic increases in processing power. I couldn’t agree more.

The most significant innovations waiting in the wings for interactive art and entertainment are absolutely not about processing power, better algorithms, or any form of rocket science, though they may be enabled by technological innovation (as with the Wii remote). They are simply smart design, inspired thinking, artistry, and most importantly, perspective—an actual point of view on the world that arises from one’s personal experience.

Another Daglow quote: “We’ve spent a quarter of a century saying ‘the machine is holding me back’… The only problem is that now the machines are so powerful, we’ve lost our excuse.” This became really clear to me in the waning years of the last console generation (PS2, Xbox, GameCube), when I started to get bored with gaming in general. Everything was a retread; new versions of old games with upgraded graphics. I was shocked out of my complacency, however, when the Wii controller was first announced (evidenced by the fact that as soon as I heard the announcement I immediately estimated the dimensions of the remote and built a Duplo version the same size to start imagining what was possible...)

Daglow defends the Wii as a next-gen platform from the skeptics who doubt that it’s lesser-powered processor qualifies it as such with a blunt truth that should be remembered and repeated:

“Nobody gets to tell us what we think is next-gen - we get to decide for ourselves.”

Amen to that.


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