Absurd Interactions
From Designing the Abusurd Course taught by Pedro Oliveira
Control versus Interactivity
"We presume a black-and-white distinction between artists and nonartists. This artificial distinction then vests total control in the hands of the artists, and none in the hands of the plebeians. I would ask, are the plebeians so stupid, so dense, so utterly lacking in artistic sensibility that we cannot afford them some measure of artistic control? The fact that some people are more artistically advanced than others does not argue for total control on their part, only control at a higher level of indirection."
Chris Crawford, The Art of Interactive Design 2002
Meaningful Interactions
The Triangle of Interaction
The artifact, the interaction and the other layers
Freytag’s pyramid
Absurd Interactions
"We use coherence to denote the extent to which one's experiences make sense. The sense of coherence results from thinking about those experiences and understanding them in relation to life as a whole. It is the moment when we exclaim 'I see what you did there' or state 'that made sense to me'."
Elisa D. Mekler and Kasper Hornbæks
We assess events, experiences, and interactions based on our previous expectations and beliefs. When something is coherent, it is straight forward, rational and performs in an expected way. We are acutely aware when something lack the sense of coherence and breaks with the norm, they are perceived as cognitively challenging or emotionally unsettling. While the lack of expected logic and coherence is detrimental to a traditional interaction design, this alternatively allows for unexpected absurd interactions, encouraging the audience to question and reframe their understanding around "what" they are doing and experiencing.
It is important to understand that Purpose and Coherence are two distinct concepts. It is possible to have a clear purpose with an absurd experience, or a coherent interaction with an aimless goal.
Probably the most famous example of absurd interaction is the "useless machines" by the cognitive scientist Marvin Minsky - Minsky's original design describes a "device's sole function is to switch itself off by operating its own 'off' switch."
Details
“The details are not the details; they make the product,”
Charles and Ray Eames
While it might seem like a detail is just a small piece of an object, it is capable of defining the qualities of the object as a whole. Details are fundamental to the object, their function is beyond pure ornamentation and can provide information for what the object is and how it is used. The design of details communicates the designer's ideas for the object while also defining its mood and meaning.
Functional Features vs Ornamentation
Details + CMF
Graphics and Interaction
Prototyping Details
One way to add details in prototypes is through the addition of graphics, labels and decals. Especially for objects with interactive elements such as buttons and switches, graphics can play an important role in user testing the functional features and desired interactions. Decals and logos also contribute to a sense of realism to your object.
Possible Techniques:
Simple drawing / linework
Inkjet printed logos + decals
Vinyl cut decals + stencils
Silk Screen
UV printer
Laser adhesive films
Inspiration
Readings:
The Art of Interactive Design
Chris Crawford, 2002 - ISBN: 1886411840
Library
_ Control versus Interactivity (ch 26)
Discursive design : critical, speculative, and alternative things
Bruce M. Tharp, Stephanie Tharp, 2018 - ISBN: 0262038986
Library
_ Interaction: How does Discursive Design connect? (ch 18)
A Framework for the Experience of Meaning in Human-Computer Interaction
Elisa D. Mekler and Kasper Hornbæk, CHI'19
Paper