Inventing the Medium
Digital artifacts from iPads to databases pervade our lives, and the design decisions that shape them affect how we think, act, communicate, and understand the world. But the pace of change has been so rapid that technical innovation is outstripping design. Interactors are often mystified and frustrated by their enticing but confusing new devices; meanwhile, product design teams struggle to articulate shared and enduring design goals. With Inventing the Medium, Janet Murray provides a unified vocabulary and a common methodology for the design of digital objects and environments. It will be an essential guide for both students and practitioners in this evolving field.
Murray explains that innovative interaction designers should think of all objects made with bits—whether games or Web pages, robots or the latest killer apps—as belonging to a single new medium: the digital medium. Designers can speed the process of useful and lasting innovation by focusing on the collective cultural task of inventing this new medium. Exploring strategies for maximizing the expressive power of digital artifacts, Murray identifies and examines four representational affordances of digital environments that provide the core palette for designers across applications: computational procedures, user participation, navigable space, and encyclopedic capacity.
Each chapter includes a set of Design Explorations—creative exercises for students and thought experiments for practitioners—that allow readers to apply the ideas in the chapter to particular design problems. Inventing the Medium also provides more than 200 illustrations of specific design strategies drawn from multiple genres and platforms and a glossary of design concepts.
About the Author
Janet H. Murray is Ivan Allen College Dean’s Professor in the School of Literature, Communication, and Culture at Georgia Institute of Technology. She is the author of Inventing the Medium: Principles of Interaction Design as a Cultural Practice (MIT Press).
Table of Contents
- Inventing the Medium
- Inventing the Medium
- Principles of Interaction Design as a Cultural Practice
- Janet H. Murray
- The MIT Press
- Cambridge, Massachusetts
- London, England
- Janet H. Murray
- All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher.
- For information about special quantity discounts, please email email@example.com
- This book was set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited. Printed and bound in the United States of America.
- Library of Congress Cataloging-in-Publication Data
- Murray, Janet H.
- Inventing the medium : principles of interaction design as a cultural practice / Janet H. Murray.
- p. cm.
- Includes bibliographical references and index.
- ISBN 978-0-262-01614-8 (hardcover : alk. paper) 1. Human-computer interaction. 2. Digital media—Design. 3. Social media—Design. 4. Intercultural communication. I. Title.
- QA76.9.H85M87 2012
- 10 9 8 7 6 5 4 3 2 1
- For my mother, Lillian Horowitz
- Whenever I design a chip, the first thing I want to do is look at it under a microscope—not because I think I can learn something new by looking at it but because I am always fascinated by how a pattern can create reality.
- —Danny Hillis,
- The Pattern on the Stone (1998)
- Acknowledgments xi
- Introduction: A Cultural Approach to Interaction Design 1
- I Changing Technologies, Lasting Innovations 23
- 1 Design in an Evolving Medium 25
- 2 Affordances of the Digital Medium 51
- 3 Maximizing the Four Affordances 87
- II Designing Expressive Procedures 105
- 4 Computational Strategies of Representation 107
- 5 Building Procedural Complexity 137
- III Spatial Design Strategies 159
- 6 Defining and Navigating Spaces and Places 161
- 7 The Library Model for Collocating Information 191
- IV Designing Encyclopedic Resources 221
- 8 The Database Model:
- Strategies for Segmentation and Juxtaposition of Information 223
- 9 The Structured Document Model:
- Using Standardized Metadata to Share Knowledge 253
- V Scripting Interaction 289
- 10 The Tool Model:
- Augmenting the Expressive Power of the Hand 291
- 11 The Machine Model:
- Visibility and Control as Design Goals 321
- 12 The Companion Model:
- Helpful Accompaniment as a Design Goal 345
- 13 The Game Model:
- Scripting Interaction as Structured Play 379
- Glossary 409
- Bibliography 445
- Image Credits 455
- Index 467
—Noah Wardrip-Fruin, Computer Science Department, University of California, Santa Cruz; author of Expressive Processing
—Ellen Lupton, curator of contemporary design, Cooper-Hewitt National Design Museum, and author of Thinking with Type
—Henry Jenkins, Confessions of an Aca-Fan