The Hand that Rocks the Cradle
Transcription
The Hand that Rocks the Cradle
In a field with more than its quota of seers, salesmen and motormouthed gurus. there is something reassuringly levelheaded about Gillian Crampton Smith's approach to interaction design. As professor of Computer Related Design (CRD) at the Royal College of Art in London, Crampton Smith directs one of the most progressive new technology master's-degree programs in the world. Her students and graduates are snapped up for placements and positions at Apple, Microsoft, Philips, Taligent, Voyager and IDEO. Back in the early '8os, Crampton Smith was one of the first British graphic designers to see the computer's potential and s!J.e expected things to move faster than they did. Hence, perhaps, her caution today, the careful deliberation before she will make a prediction or venture a claim. Things are certainly moving now. Since early 1994, Interval, the Palo Alto-based research corporation, has funded the Computer Related Design department to the tune of £2.5 million ($3-75 million), payable over five years. (Interval has similar relationships with Stanford University and the MIT Media lab.) The week before my visit, CEO David Liddle and 30 Interval personnel were over to present work on musical interfaces, culminating in a "Soundscapes" performance by musician-boffins Thomas Dolby and Michael Brook, for an audience that included the likes of Peter Gabriel. The Royal College of Art's strength, and its appeal for Interval, lies in the way that the CRD department has grown from a genuinely multidisciplinary base. (By contrast, Stanford and MIT's research is strongly rooted in technology, Carnegie Mellon's in graphic design and New York University's in media and television.) "The college is a special place, in that it brings together so many designers of talent from such a range of disciplines," says Crampton Smith. "In some ways this makes it easier for us." David Liddle concurs: "In the first five minutes with a piece of technology, artists push it :o the edge. That is how you find out what is possible. You need unreasonable p eople doing things for reasons they can't verbalize." For Interval, collaborating with "not so obvious" institu- 6o I.D . MAY JuN E 1995 People have Instinctive knowledge about the way the physical world works: which way is up, how objects fall and so on. Durrell Bishop's Phone Answering Machine explores the ways in which computing can be t1ken off the desk and lntegreted Into everyday objects. Durrell represents Incoming phone messages with n:arbles: drop one into an indentation in the machine and the m1!Ssage plays; drop It Into the telephone and it dials up your caller; if It's not for you, put lt in a saucer to await your rcommate's retu:n. tions outside America, such as the RCA, helps to keep the "gene pool" open and ideas fresh. Five years after CRD was founded, enough preparatory work has been done to chart the way ahead. "We do research through projects," explains Crampton Smith, sitting in her office on the third floor of the college's main block, overlooking the greenery of Hyde Park. "The projects are in a way experiments. Through designing we try to draw out what the issues are so that when people come to design real things they can perhaps draw from some of our experience. We're trying to make things that are generalizable, rather than taking particular problems and finding a solution that is not then generalizable." Three essential considerations will inform all future research. First, that information technology is driven by people, not by the technology itself. Artist/designers must make things, in other words, that ~both work for people and are enjoyable." Second, information technology must have a social and ethical dimension. And third, that the information environment has an aesthetic dimension that is fundamental and not merely an add-on. The task of designers and artists is therefore to G.raw on the existing languages of painting, music, film and the other arts to forge a new art of interaction design that is aesthetically complex and rich in meaning- a fusion of the practical and the poetic. To achieve this synthesis, Crampton Smith takes on 10 to 12 master's students a year from architecture, industrial design, graphic design, furniture design, fashion, software engineering, psychology and other disciplines. So far CRD has had slightly less success attracting people with audiovisual and video experience, the third cornerstone (along with graphics and industrial design) of design for electronic media. Interval funds 10 staff at the RCA in all, including researchers, research assistants and technicians; an Interval software engineer and mechanical engineer are currently working in the department for two months. "Interval hasn't paid for the results," says Crampton Smith. "It's paid for the people and they get first option on any results. But generally I.D. M4Y jUNE 1995 we're reckoning to do things that are pretty open here, not to do secret work." Roughly one idea a year is patented by the department. One, jointly patented with the London-based Multimedia Corporation, is a radio that can be programmed to record automatically if it detects material of interest to the listener- for instance, any piece of music by Mozart- digitally signposted at the top of the broadcast signal. Another, devised by Interval researcher Durrell Bishop, is a proposal for "electronic paper" that would allow additional information to be encoded within the paper itselffor access through an electronic tablet. CRD sets out to address any device or process that responds to the user- from "multimedia to microwave ovens." There are four main areas of research: computer software and hardware; electronic products; interactive infot mation and entertainment; and intelligent environments. So fo.r the emphasis has fallen on the design of tools, such as software or hand-held computers, rather than the design of what Crampton Smith describes, with some reluctance, as "content." Partly, she says, this is due to an "historical accident" that has left the RCA with a separate Interactive Multimedia course housed within the School of Communication Design, while CRD is in the School of Design for Industry. The division implies the existence of precisely those "!>oundaries that Crampton Smith seeks to erase. ''I'm interested in developing different ways ofthinking about the content and the form as one, rather than content that is poured into form," she says. Some of the research within CRD attempts to rethink software tools we already take for granted. Pinboard, a "non-hierarchical interface" designed by Martin Locker, Nick Durrant and Julie Knaggs, questions the established model of the Macintosh/Windows desktop by offering a wide pictorial dataspace that allows the user to organize and archive files according to the informal groupings and personal priorities that one might bring to a notice board or an entire room. Durrell Bishop. on the other hand, is investigating the divisions between the elements of a process that unfold on screen and those that The desktop metaphor Is !Ike lhe ard Index in a library: the information is there but hidden. If you know what you are looldng for you c~~n find it, but the cards alllo:~k the same and don't glve you much feel for the books they represent. The Pinboarl!, an ongo· lng project by Nick Durrant, Julie Knaggs and Martin Locker, was conceived as a replace· ment for the desktop, or an application that sits on top of lt. a allows users to interact directly with their material, rather than with abstract icons that stand In place of It, and allows them to leverage tYIO important ways we use memory: through spatial and temporal mapping. As Interactive technology becomes increas- ingly smaller ar.d no longer needs to be tethered to the desktop, one question arises: How do you carry these things? Can they become fashion ltl'mS rather than afflce equipment? Lorn Ross's Phone Glove Is dri'len by ideas of exploring new kinds of social protocols that might arise from these new technologies. Everyone has probably had the intrusive experience of soml!one loudly mobile-phoning their friends In a restaurant; Ross's project explores more dellcate and reticent ways of having a private call In a public place. The Phone Glove allows you to speak into your hand - an act that Is reminiscent of t8th-century ladles whispering behind their fans . happen in the physical world. In his telephone answering machine, incoming messages are represented as marbles that accumulate in an external groove, giving software processes a three-dimensional expression that the eye quickly grasps. It is the larger issue here, rather than the specifics of the design, that counts for Crampton Smith. "That's not a proposal for an answering machine," she says, "that's a proposal for an approach. In the past, the urge has been to put everything on screen because it's so easy and simple and clean and neat. But Durrell feels, and I think his approach has very much rubbed off on us all. that there are natural things that you just know how to do." This degree of "naturalness" and transparency is precisely what is missing, even now, from so many computer products. A couple of days after we meet, Crampton Smith and three Interval researchers give a presentation to RCA students. Colin Burns talks about the technique of "informance" -using performance and storytelling as design aids and psychologist William Gaver describes an experimer.t in which variations in sound are used to monitor a bottling plant. Afterwards, one skeptical student brings the discussion down to earth w~th the abruptness of a system crash by describing the all-too-familiar problems she has experienced helping a neighbor print out a letter with a word-pro· cessing program. "Clearly there is a long way to go," agrees Crampton Smith diplomatically. "A lot of people in the department are quite skeptical about the benefits of technology. We are not gung ho." Crampton Smith's own conversion came in 1981, while reading a magazine article about the computer's uses in graphic design. She bought an Apple II, taught herself Basic (later adding Forth and Pascal to her repertoire} and began work on a program that would allow her to do page layouts on screen. It took her two years. "I just felt that ordinary designerly commonsense really hadn't been applied to those kinds of problems." In 1984, convinced that other graphic designers would be similarly interested in the computer's potential, she set up a computer studio and started a postgraduate course at St. Martin's School of Art. I.D . MAY )UNl 1995 She moved to the RCA in 1989, becoming a professor in 1992. For someone in the vanguard of interaction design research, Crampton Smith is refreshingly frank about her allegiance to the book. She studied philosophy and art history at Cambridge- "a traditional academic education"- before turning to typography and working as a designer on the Sunday Times and the Times Literary Supplement. Her conversation runs from the decline of poetry to Rudolph Arnheim's clas· sic treatise on film aesthetics, Film as Art. She travels with a PowerBook and uses e-mail, but wastes no time surfing the Net. "My sense is that it takes too much time to get the nuggets. I would rather have a book that an editor has gone through, and that somebody has suggested might interest me." Crampton Smith's sympathy with the established media that new forms a{ interactive information delivery will have to equal and surpass makes her a particularly demanding critic. "Reading is very effective and people who are at home with words can process at a fantastic rate," she says. "With a book, you know whether you want to read it and you can find the bits you want to read pretty quickly. You can fillet it. Those skills are very difficult to use with current technology." In the same way, she points out, it is impossible to scan and evaluate the relative importance ofincoming e-r.1ail in the way you can a pile ofletters. The department plans to investigate an expanded form of e-mail- "a digital no~ice board"- that would allow the sending of audio, video and pictures, and find ways of using graphic and information design techniques to manage "information overload." "We understand very little yet about what makes a pleasurable interaction," says Crampton Smith. But such knowledge will be essential to the design of everyday products that people of all kinds can slip into using ..vithout conscious effort. By demonstrating the essential place of designers and artists in this process, her department is helping to bring about an information environment in which the tools will fit the way we feel and think. .... Top to bottom: Thinking of an ATM as just a terminal to a remote database, Dennis Poon's Personal Financial Adviser explores ways In which this tech11ology could interact remotely with a stockbroiter - either on screen or In vir· tual reality; Durrant, Knaggs and Locker's desktop-defying Pin board project; A sampling of Martin Loclter's term-end digital portfolio Is navigated via an alphabet situated on the lefthand side of the interface; the letter In focus indicates a project to be perused, a summary appears and the demo can be played.