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Updated: Jun 30, 2020

Andrew Nally

 



The designer, Johanna Drucker takes us into the world of user interface [UI]. Drucker notes that engineering has dominated the human-computer interaction [HCI] and argues that a humanistic approach is needed to interpret the design world. She proposes that there are advantages to evaluating UI through the 'codex' of a book (Drucker, 2014 p.139).

The book should be understood as a spatially distributed set of graphical codes that provide instructions for reading, navigation, access, and use - Drucker

An interface is often thought of as a singular device or application, though an interface is not limited to one object. In its simplest form, it is the exchange of communication between two things, the body can be seen as an interface that interacts daily with a plethora of devices. Apple's TouchID is a prime example of the human body being used as an interface, this feature allows you to place your thumb on a biometric reader which is used for multiple functions including unlocking your phone (Fig 1).


fig 1 Apple Touch ID

In the late 1960s, computers relied on the interface of a command-line interface [CLI] The engineer, Ivan Sutherland, recognised that no matter how powerful and effective computers become, they would not be utilised unless a Human-Centred Design [HCD] was created. Sutherland approached this problem by combining 'imaginative innovation' with 'values of efficiency'. Subsequently, Human-Centred Interaction [HCI] was designed by engineers for engineers. The design became task-oriented and focused on feedback loops that minimized frustration and maximized satisfaction with mouse clicks and joysticks and rewarding bells and whistles (Drucker. 2014). Visual conventions established the language of interface iconography, first as a vocabulary of recognizable pictures of objects, then as cues for their behaviour and use. This is comparable to how iconic signs are defined in semiotics as signs where the signifier represents the signified by apparently having a likeness to it.


The role of the body as an interface in ways that virtual reality pioneer Jaron Lanier picked up on in his designs meant to trick the entire sensorium into an illusion - Drucker

Professional interface designers categorise tasks and behaviours into carefully defined segments and decision trees. These analyze 'user needs' and organise them into 'functional requirements'. These are then prototyped and furthered through 'user feedback'. Designs are chosen through these interactive cycles of 'task specification' and 'deliverables'. Many of the terms used to interpret the design of interfaces come from the theory of web design, which refers to the design of screen-based web apps. A central aspect is the user experience and the functions and processes that allow the interactions between the user and the device.

fig 2 Decision Tree

Drucker defines Interface as what and how we read combined through engagement, that provokes the identification of information. Key questions, to both help, analyse and question its content: Who is the subject of an interface? How are we produced as subjects of the discourses on the screen? And in our embodied and culturally situated relations to screens and displays? Drucker chooses the word 'engagement' rather than interaction when describing interfaces. She does this to indicate the social interaction between the user and the device. Interaction with an interface is something like turning on a light - a singular interaction between the user and the light switch. Whereas there is a level of engagement when unlocking your smartphone to use its features, to a degree this produces a relationship between the user and the phone. The body as interface is emphasised just as the virtual reality pioneer Jaron Lanier sought to trick the entire sensorium into an illusion (Drucker, 2014 p.140).


Interface work is happening on what we would call a plane of discourse, or the level of the telling, rather than the told - Drucker.

When faced with learning a new interface, a level of literacy is needed. Much like when learning the alphabet, each letter has a distinct meaning and sound, this can also be seen across all screen-based interfaces i.e, the power off icon. When you first picked up your smartphone, its interface felt clunky and foreign, as you repeatedly put down and pick up your phone, you rehearse a choreography of swiping and pinching and in time these actions become second nature.



Fig 3 Skeuomorphism in iOS Calculator App Design

Paradoxically, the digital technology now used does not equate to new ways of working but rather reinforces pre-existing workings, an example can be seen through Apple's IOS calculator, its design is based on older models of the physical object. This is called skeuomorphism. Skeuomorphism is when UI elements are made to look like the real-life objects and are intended to help users understand how to use a new interface by allowing them to apply previous knowledge about the object.


UI is a core experience to any given function driven by a computer, though its involvement in the task at hand is secondary to the main experience. A good UI is one that requires no training or previous knowledge for it to be used, we only notice UI when it is no longer functioning, when an error or glitch occurs, or if it has been poorly crafted (Fig 3). Sarah Kember, who focuses her research on digital media, writes that glass has become ubiquitous and what was once an instrument has now become an extension of our body (Kember, 2018, p.104). Kember highlights that our emotional experiences often rely on our screens, through our interactions with one another and the various visual media which we consume such as messaging and social media.

Glass demonstrates the tension between mediation and mediation, transparency and ambiguity, more persuasively than any other medium - Kember.

Talking about user interface and the screen is paradoxical. Both are a core experience to any given function driven by a computer, though its involvement in the task at hand is secondary to the main experience. They are used to drive and to perceive whatever it is representing if it is to be noticed then it has failed its purpose. A good UI is one that requires no training or previous knowledge needed for it to be used, we only notice these characteristics when they are no longer functioning or if it is poorly crafted, to begin with. It must be second nature to use.



Citation


Nally, A. (2020) 'Being human-centred' in Curating Photography: Poolside. TU Dublin: BA Photography [Online]. Available at www.curating.photography/post/andrew-nally


References


Buttons in UI Design: The Evolution of Style and Best Practices. Accessed 30th March <https://uxplanet.org/buttons-in-ui-design-the-evolution-of-style-and-best-practices-56536dc5386e>

Body as Interface. Accessed 7th April [https://blog.scottlogic.com/2016/05/25/Body-as-Interface.html]

Decision trees in machine learning. Accessed 9th April

[https://towardsdatascience.com/decision-trees-in-machine-learning-641b9c4e8052]

Drucker, J. (2014). ‘Interface and interpretation’ in Graphesis: visual forms of knowledge production. Cambridge: Harvard University Press.

Garrett, J (2010) “The Elements of User Experience: User-Centered Design for the Web and Beyond” (2nd Edition) [http://www.jjg.net/elements/pdf/elements_ch02.pdf]

Morville, P. and Rosenfeld, L. (1998) Information Architecture for the World Wide Web: Designing Large-Scale Web Sites. [https://repo.zenk-security.com/Others/Information%20Architecture%20For%20The%20World%20Wide%20Web.pdf]

Manovich, L. (1995) The Paradoxes of Digital Photography, En: Photography After Photography.Exhibition catalog, Germany.

Popular Mechanics Magazine: Flight Simulator. Accessed 7th April [https://books.google.ie/booksid=AeADAAAAMBAJ&pg=PA87&redir_esc=y#v=onepage&q&f=false]

Rastenberger, A-K. (2018). ‘Why exhibit? Affective spectatorship and the gaze from somewhere’, in Rastenberger, A.K. and Sikking, I. (eds.) Why Exhibit? Positions on exhibiting photographies. Amsterdam: Fw Books.

Images


Fig.1. Apple Touch ID 2017. Accessed 20th April. <https://support.apple.com/en-us/HT201371>


Fig.2. Descision Tree Accessed 2018. Accessed 30th March. <https://trgr.ca/technology/web-native-app/>



Updated: Jun 18, 2020

Ella Owusu

 



There are current issues in curating photography that are common to other contemporary issues about what social values look like in the public domain. Rastenberger (2018) argues that photographic exhibitions help spectators understand how photographs work and communicate. Social platforms allow everyone to participate with photography and create self representations. The problem with this is that what’s made visible on the surface isn’t always the meaning conveyed beneath.


What Barthes (1961) terms the 'photographic paradox' is the condition where photographs can have two messages at the same time: one without a code that denotes what is seen and one with a code that is connotes what is meant. Because photographic messages are so fluid, containing what have been described as slippery signs, this causes problems when trying to find meaning in works displayed on social platforms like instagram. When looking at virtual and real life exhibits two commonalities they have are that they’re both fixed and protected by glass screens. So in a way we mostly observe images through glass frames (fig 1).



Fig 1 Graham, R. (2017) That's Not Me

Social media encourages participation in creating and sharing images but it doesn’t consider the ethical issues around visibility and privacy in what’s displayed. Exhibitions allow for interpretations in order to challenge and question what we see while this isn't always the case on social media. Another description for exhibitions is mise en scene which is mostly common in cinema but also in photographs from its frame to arrangement (fig.2). Rose describes mise-en-scene as the composition of moving images and the 'temporal organisation of a film' (2016, pp. 76).


Rose argues that it’s a decision about what to shoot and how to shoot it and in the case of curating what to display and how to display it. Douglas (2015) explains mise en scene as 'unstable signs and gestures' and 'social imaginaries'. It also questions the accuracy of documentary, the truthfulness of media and historical values that are attached to what we see and how we’re told to see. Arrangements and displays of exhibitions are based on individual curators visual and structural codes as well as the original artist themself. How it’s sequenced, spaced and composited all adds up to these visual and structural codes.



Fig 2 Mise-en-scene or Telling a story

Exhibitors encourage spectators to create snapshots of exhibits to circulate digitally and gain them publicity. The issue is that when they’re circulated they become banal, generic images. White cubes have always been seen as the ideal way of exhibiting. Its arrangement being spacious and limited to keep gazes focused on exhibits (fig 3). Rose (2016, p. 71) argues that focalizers are done differently depending on individuals.


People look at specific things in different ways and how they look tells us how to catch their gaze, “the visual organisation of looks and gazes of an image”. It’s argued that it isn’t the only correct way that one can exhibit but it was the “whitewashed” and “upper class” way that was attached to the notions of what exhibitions were. O’Doherty (1976, p.42) argues that “the eye is the only inhabitant of the sanitized installation shot”. What he means is when we view exhibitions our eyes are the only thing present in that moment. Floyd argues that installation shots help us imagine what its like in the present moment of that exhibition. They often signify and represent themselves as a repeat, “the image turns into an exhibition and the exhibition turns into an image” (Floyd, 2019, p. 95).



Fig 3. Exhibition views Third Nature, part of the exhibition ‘Sleight of Hand’, Lishui Art Museum, China, November – December 2019.

The typological approaches in installation shots makes spectators familiar with it as if they’re physically there. They’re tied to traditional shots of “images of images” (Floyd, 2019, p. 96). It’s also documentations for archival and data curation purposes. The problem with contemporary exhibitions is that although people attend physically they still view it through virtual screens while taking snaps. Overall views of exhibition spaces need consideration before taking installation shots. A whole space cannot be captured accurately in just one frame, one must consider eye level view, aerial, distant, close ups and the walls they’re presented on. Sometimes people present in exhibitions are also captured (fig 5). They’re captured how they naturally observe work and aren’t always staged.



Fig 4. Transitions between curation domains along the research data lifecycle, based on the Data Curation Continuum figure by Andrew Treloar

Rastenberger and Floyd have mutual worries of losing traditional exhibitions now that its being modernised. Curations that take weeks to prepare, people now virtually exhibit quicker. This questions whether traditional exhibitions will slowly decrease and conform to virtual exhibitions?



Citation


Owusu, E. (2020) 'The social imaginary' in Curating Photography: Poolside. TU Dublin: BA Photography [Online]. Available at www.curating.photography/post/ella-owusu



References


Barber, R. (2017) “Instagram Curation - Lulu Saint August”. Lulu saint august [Online]. Available at: https://www.ruthbarber.com/projects/2019/6/13/instagram-curation-lulu-saint-august.


Curry, E. and Freitas, A. (2016) “Big Data Curation”. Springer Link [Online]. Available at: https://link.springer.com/chapter/10.1007/978-3-319-21569-3_6.


Floyd. M, K. (2019) “Exhibitions views: towards a typology of the installation shot”. Revista De Historia Da Arte: The Exhibition: Histories, Practices and Policies, 164(6), pp. 93 - 109.


Fortis Green Film + Medien (2015) Exhibition Film: Haus der Kunst – Stan Douglas: Mise en scène. Available at: https://vimeo.com/128926065 (Accessed: 12 April 2020)


Gilden, B. (2020) “ London art exhibitions calendar”. Time out [Online]. Available at: https://www.timeout.com/london/art/london-art-exhibitions-calendar.


Keate, A. (2012) “London Visual arts: Dieter Roth Diaries installation shot at Camden Arts Centre © Photo by Andy Keate”. Pinterest [Online]. Available at: https://www.pinterest.com/pin/219057969348963978/.


Mendizabal, D. A. (2019)”Reflections on Roland Barthes: The Photographic Message (1961)”, OMNITUDO, pp. 1-6. Available at: https://omnitudo.wordpress.com/2019/02/27/reflections-on-roland-barthes-the-photographic-message-1961/



Rastenberger, A.K. (2018) ‘What’s been viewed?’ 1st ed, Why Exhibit?: Affective Spectatorship and the Gaze from Somewhere. Amsterdam: FW books, pp. 97 - 101.


Rose, G. (2016) “The Good Eye: The Montage of Film” 4th ed, Visual Methodologies: An Introduction to researching with visual materials. London: SAGE Publications LTD, pp. 76


Rose, G. (2016) “The Good Eye: Spatial Organisation” 4th ed, Visual Methodologies: An Introduction to researching with visual materials. London: SAGE Publications LTD, pp. 71


Rose, G. (2016) “Digital Methods: What are the Ethical Issues involved in using Digital methods?” 4th ed, Visual Methodologies: An Introduction to researching with visual materials. London: SAGE Publications LTD, pp. 301 - 302


Rose, G. (2016) “Making Images As Research Data: Photo Documentation” 4th ed, Visual Methodologies: An Introduction to researching with visual materials. London: SAGE Publications LTD, pp. 310 - 311


Rose, G. (2016) “Using Images to Disseminate Research Findings: Data Visualisation” 4th ed, Visual Methodologies: An Introduction to researching with visual materials. London: SAGE Publications LTD, pp. 333 - 334


Smith, B. (2016) The Definitive guide to content curation. Available at: https://adespresso.com/blog/the-definitive-guide-to-content-curation/ (Accessed: 30 March 2020)



Images


Fig 1 Graham, R. (2017) “Rodney Graham: That’s Not Me 5-star review – starring role in his own method-acting dramas”. BALTIC [Online]. Available at: https://twitter.com/balticgateshead/status/842761946126569473


Fig 2 Carnaby, J. (unknown) “Mise-en-scene - Telling a story”. Judith Carnaby [Online]. Available at: http://www.judithcarnaby.com/project/mise-en-scene


Fig 3 Stradtmann, J. (2019) “Exhibition views Third Nature, part of the exhibition ‘Sleight of Hand”. Lishui art museum - exhibition views [Online]. Available at: http://janstradtmann.de/3476-2


Fig 4 Treloar, A. (2016) “Transitions between curation domains along the research data lifecycle, based on the Data Curation Continuum figure”. Research Gate [Online]. Available at: https://www.researchgate.net/figure/Transitions-between-curation-domains-along-the-research-data-lifecycle-based-on-the-Data_fig2_303980668

Updated: Jun 18, 2020

Órfhlaith Whelan

 


The artist Tuomo Rainio (2018) explores the idea of an exhibition as an interface. He questions whether transparency can be restored through the current inquiries into the unique relationship between the spatial elements of an exhibition and the two dimensionality of an image. If the exhibition is the interface then, Rainio (2018) notes that the viewer is conceptualised as a user. Images give a sense of visibility through a non hierarchical form, leaving the viewer to interpret what is in front of them.


Fig 1. Devlin, E (2019) Poem Portraits in AI: More than Human. Across the Centre.

Rainio (2018) notes that exhibiting work in a way that challenges the traditional structures of the ways of seeing creates an interruption which helps to reveal and explore the depths of the exhibition. He notes while the visual interface makes the depth’s functionality accessible, the algorithms that are behind these interfaces are hidden from the view under functionality. It becomes difficult to grasp how the viewer, as a user, should interact with the exhibition as an interface.


The artist and should be able to embed the meaning of the work within the images in order to make this relationship of surface and depth fairer.

Rainio (2018) notes that the artist should be familiar with this relationship between the interface and the user. Furthermore, the artist and should be able to embed the meaning of the work within the images in order to make this relationship of surface and depth fairer. This includes access to attributes associated with the image files, which can enrich the users understanding of the content by providing metadata descriptors of files. Rainio (2018) references Ryoji Ikenda and how he implements this in his exhibition Supersymmetry by using an immersive technological system which creates multi sensory experience.


Fig 2. Fewings, T (2019) Supersymmetry, 2065. Barbican, London.

An example of a good user experience (UX) design is when an exhibition is laid out in a way that allows the user to clearly access the underlying features of the exhibition, even without prior experience. By providing a clear user interface (UI) design which does not take into account the prior knowledge of a user, you can provide the user with a sense of control and familiarity. Powers ( 2018) begins by defining This. as an online resource that seeks to manage content which limits itself to only share a single link a day. Curation, as a tool, has the potential to combat the oversaturated choice online by applying personalisation. This vision may have set in order to eventually create an online space that is entirely curated where the abundance no longer existed entirely.



Fig 3. UI and UX explained. N/A, Sun Graphics, N.D.

Fig 4. Maggi, S.(2020) Content Curation: How does it build value? Digital Marketing Institute.

The use of the period, or full stop punctuation mark, as part of the name This. was a symbol to pause and pay attention. Unfortunately in 2016, This. ceased operations as they were unable to raise enough long term capital to sustain the business. Reflecting on this, Powers (2018) warns that This. should be an example of what can happen when you try to control and direct the way that information is shared. He notes especially that the limited aspect of This. was misrepresented as the app users themselves having a selective role in the content and a consequent influence on the editors.


Privilege around content sharing that plays into the promotional inclination to dictate how, where, when and what we share and see.

Schmidt (2012) refers to user login approaches which enhance platforms, such as Google and Facebook. He argues that this approach would promote integrity and prevent the over saturation of anonymous identities. Although This. was not following the filtering methods of algorithms that many large social sites such as Instagram were using. But it was still relying on their platform users to create a refining process. This raises the question of what the nature of the relationship is between curation and promotion.


When advertising revenue becomes a driving financial influence in the future of curated social sites, this reintroduces important questions about the reality of control that is behind the personalised choices we are given. Powers (2018) notes that creating apps like This. creates privilege around content sharing that plays into the promotional inclination to dictate how, where, when and what we share and see.




Citation


Whelan, Ó. (2020) 'Being human-centred' in Curating Photography: Poolside. TU Dublin: BA Photography [Online]. Available at www.curating.photography/post/orflaith-whelan



References

Hookin, S. (2015) ‘The Internet of Me: Creating a Personalized Web Experience’ Wired [Online] Viewed: 28th April 2020. <https://www.wired.com/insights/2014/11/the-internet-of-me/>

Keyes, J. (2016) ‘How Much Transparency is the Right Amount? A Museum Visitor Response Case Study’ Medium. [Online] Viewed: 28th April 2020.

Powers, D. (2018). ‘This. Reader: trending topics and the curation of information’ in Jeremy Morris, W. and Murray, S. (eds), Appified: culture in the age of apps. Ann Arbor: University of Michigan Press.


Rainio, T. (2018). ‘Interfaces for artistic thinking: redefining visual and spatial metaphors in apost-digital condition’ in Rastenberger, A.K. and Sikking, I. (eds.) Why Exhibit? Positions on exhibiting photographies. Amsterdam: Fw Books.

Schiffer, Z. (2019) ‘‘Filter Bubble’ author Eli Pariser on why we need publicly owned social networks’ The Verge. [Online] Viewed: 28th April 2020. <https://www.theverge.com/interface/2019/11/12/20959479/eli-pariser-civic-signals-filter-bubble-q-a >

Schmidt, E. (2012) ‘Eric Schmidt’ interviewed by Walt Mossberg and Kara Swisher. 92Y Talks. Viewed: 15th April 2020. <https://www.youtube.com/watch?v=7uvQ5J45nXM >


Images


Fig 1. Devlin, E. (2019). Poem Portraits in AI: More than Human. Across the Centre. Viewed: 27th April 2020 <https://www.barbican.org.uk/whats-on/2019/event/ai-more-than-human>

Fig 2. Fewings, T. (2019) Supersymmetry, 2065. Barbican [Online] Viewed: 27th April 2020

Figure 3: N/A (n.d.) UI and UX explained. Sun Graphics [Online] Viewed: 27th April 2020.


Fig 4. Maggi, S. (n.d) Content Curation: How does it build value?. Digital Marketing Institute [Online] Viewed: 27th April 2020.

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