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ISSN 2309-0103 www.archidoct.net
Vol. 7 (2) / February 2020
The installations of Dan Graham focus on performance, not production. They have no memory and the users’ activity does not leave a trace. What persists is the mechanism of re-presentations in mirrors and video-cache. Still, the installations can affect experi- ence and behavior of users through otherwise unavailable sensations, challenging their awareness.
Intimacy – An IS is experienced as extension of self
For British painter David Hockney (Weschler, 2009)(Figure 1) the IS isa smartphone used as canvas for painting – a convergent device which combines screen, touch interface, computer, memory and communication to deliver a coherent, fast-responding experi- ence. The IS affords Hockney, a master-painter, to enter an uninterrupted flow of work due to the multiple ways in which it immediately embeds into his creative process. The smartphone as pocketable instrument it canalways be at hand, work can commence without the need to prepare and collect drafting equipment, and afterwards there is no waste and the output can be shared with peers. Hockney even states that it pervades the activity with a quality of freshness.The ISis experienced as an extension of the acting selfand lets the artist proceed at a natural pace that allows for the emergence of a feeling intimacy.
Mastery – An IS offers a sense of control
In his PhD thesis on Immediacy in Creative Coding Environments, Roberts(Roberts, 2014) combined theconcept of direct manipulation interfaces(Shneiderman, 1983)with the no- tion of the immediacy effect from behavioral economics(Keren, 1995), to define immedi- acy as “the effect of latency on the perception of control in interactive, real-time systems and the impact of time discounting on the decision-making processes of interactive sys- tem end-users. Systems that are immediate provide a sense of fluid productivity and lead people toward best practices by affording their quick execution. [...] We can infer from this that we should lead users towards best practices for creative authoring by making such practices as rapid and as unobtrusive as possible.”
Roberts developed a live coding environment called Gibber.cc (Figure 2) which allows si- multaneous coding and code execution for creation of audio-visual content and live per- formances. It is set up to guide users towards an enjoyable and productive experience.
The developed live coding environment Gibber.cc allows for a certain amount of simulta- neity but not for convergence of manipulation by coded instructions and representation of visual and auditory results. The interface overlays a coding pad on the visualization area, and written instructions can be added to the live execution in their entirety or as selections of parts of the code. Thus the transfer from intention to changed behavior mostly depends on code formulation in themind of the user and input via keyboard, the information processing distance (Hutchins et al., 1985)is direct only when parts of writ- ten code are selected and executed. Still the environment allows for a feeling of direct engagement to emerge. One of Roberts’ aims was to lead the user towards best practices by employing immediately available actions as a form of guidance.
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Immediate Systems. Human-In-The-Loop Cyber-Physical Systemsthat Embed Design and Implementation in Situations of Use
Christian Friedrich