Critical Making
Part of the cultural moment in which these movements have emerged includes the creative visualization of emerging modes of interaction between humans and computers on film and television screens. For the purposes of this essay, I will consider the role of Hollywood in establishing many of the best-worn tropes of human-computer interaction (HCI), some of which have seeped off the screen and into real-world technology development. In turn, I will focus on the evolution of interface design in the development of selected platforms for digital authoring including the journal Vectors, the authoring platform Scalar (in which the present essay was created) and the public media archive Critical Commons, each of which I have contributed to as an editor, co-principle investigator and founder, respectively. My selection of these three platforms is not meant as self-aggrandizement so much as to take advantage of my intimate knowledge of their development during the past decade of dynamic changes in the emergence of digital humanities scholarship.
Interface has played an unevenly important role in the evolution of the digital humanities. This role has been partially shaped in relation to the evolution of computer interfaces in cinema and television, where a fictionalized design space serves as a conceptual testbed for imagining modes of interaction between humans and computers. This essay maps the trajectory of cinematic design fictions in relation to real world interface design, tying it to the evolution of display and presentation in the digital humanities. It is beyond the scope of this essay to attend to the parallel evolution of research tools within the digital humanities, where nuances of interface and user experience are less consistently foregrounded, in favor of an exclusive focus on publication and presentation contexts related to user interface and experience design.
The concept of “design fiction” (Bleecker 2009) and the "diegetic prototype" (Kirby 2011) allow us to view Hollywood cinema and television as a speculative laboratory for technological innovation in the real world. But this project is less interested in retracing the two-way relationship between the media and technology industries than in thinking about the role of interface as a manifestation of the increasingly entangled relationship between humans and computers. Underlying this article is the belief that Hollywood design fictions represent a space of creativity and imagination where the interests of designers and humanists may productively converge. The model of the "collaboratory" envisioned by Anne Balsamo urges designers to “take culture seriously,” respecting the particular contributions of humanists and technologists. Following Teresa De Lauretis, Andreas Huyssen and Kathleen Woodward, Balsamo describes strategies for defining and expanding the "technological imagination" to embrace the values-driven goals of humanistic inquiry.
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- Critical Interfaces Steve Anderson