Thursday 10 January 2008

Control and Probability

'…Design boundaries can be thought of as very elaborate systems of control'.
'The users of new media are becoming the content of the form'. (P. Marshall, 2004, New Media Cultures, Arnold Press: London Pp.18)


I have decided to use symbols for the choices within the interface I am creating, instead of words. This is to increase the simplicity of the device and help the user focus on the choices to be made. Four symbols will be shown at any one time for the user to choose from. Each set of 4 symbols will be different to other sets but each set will have some sort of connection or theme.

I will make the probability of the interface selecting the correct symbol less and less as you progress through the sequence of sets of symbols. I have chosen to do this because I have tested some basic designs out on friends (people who have had no contact with project) and discovered that if the probability of the interface getting the selection correct is totally random to begin with, people seem to give up on interacting with the interface very quickly as they realise that their selections are not being registered and they have no control from the start.

This is how the selection probability will work: The first symbol selection will always be correct, the next selection will have a 1 in 2 chance of being correct, the selection after that will have a 1 in 3 chance of being correct and the final selection will have a 1 in 4 chance of being correct. This is to draw the user in and make them believe that they are in control of the selections to begin with. They will then become more and more frustrated as they progress through the sequence of selections and realise they are not in control of the interface, it is controlling them.

4 comments:

Mike Blow said...

Hi Lucy,

I like the idea of subverting the normal principles of good interaction design (something designers often seem to do when they shouldn't...)

The danger is that it if it is presented as a product, it comes across as something that's unfinished or not working properly.

My comment would be, make sure you position it as an art piece, even if it looks like a bit of product design . This way you can ensure it will be perceived as a comment on interaction design, and our love-hate relationship with technology. Focus on trying to bring out these themes, or similar ones, using the piece.

Good luck!

Mike

Mike Blow said...

PS What you are building is a sort of finite state machine using fuzzy logic. Or, more accurately, fuzzy illogic.

I'd suggest you don't put this in your writeup tho... ;)

Mike

Claire said...

I think it's great you tested it out on people, I am doing the same thing with my own 'game'. Perhaps you could look into some maths theories regarding probability, or some psychology texts to make sure your piece works exactly as it should?

M said...

From our conversation just now:

1) Your idea is to create an interactive piece which mimics phone-jacking and similar pranks. This does fit with what’s pointed at in the brief: the dichotomy between empowerment and control with interactivity.
2) A key question is also about the audience. How will you engage people, especially if as you say there is no objective except to interact? What will keep users interested? Timing and the nature of the materials presented to users (you spoke of optical illusions, signs for example) as they navigate through the system need to be considered. The only real way to guarantee success is by testing on potential users (always an important aspect of design). Try to do some of this before Friday and outline a plan to do more if this were taken forward. You cannot fully predict how users use the end product. This applies to the other students too.
3) You are interested in frustrating users. It would be good to work out why? Is there some value or inherent by designers, artists to do what pranksters do? And if so what is the meaning of this? Is there some value in subverting expectations?
4) Consider the exact look, scale and details of how the end piece will work. In situ or online or both?
5) Sources
a. Norman’s book (already cited)
b. Op Art (already looking at)
c. Eye and Brain
d. Design texts referred to earlier in the year
e. http://noonebelongsheremorethanyou.com
f. narrative suspense, games and entertainment rules of thumb apply