the
NEWMEDIA
READER
The general thinking in this system seems to be that the
student may get an overall organizing view of what he is
supposed to be learning (MAP); information on what he is
currently supposed to be about (OBJ); canned suggestions
based on what he’s recently done (ADVICE). Moreover, he
can get the system to present a rule about the subject or give
him practice; and for either of these he may request easier
rules or practice, or harder rules (i.e., more abstruse
generalities) or harder practice.
For the latter, the student is supposed to hit RULE or
PRACT followed by HELP, HARDER or EASIER, viz.:
Now regardless of whether this is a well-thought-out way
to divide up a subject—I’ll be interested to see how it works
out—these controls do not seem to be well-arranged for
conceptual clarity. It seems to be the old rows-of-buttons
approach.
I have no doubt that the people working on this system are
certain this is the only possible layout. But consider that the
student’s options might be clearer to him, for instance, if we
set it up as follows:
Or like this:
What I am trying to show here is that merely the
arrangement of buttons creates different fantic constructs. If
you see this, you will recognize that considering all the other
options we have, designing new media is no small matter.
The control structures merge mentally with the
presentational structures. The temptation to settle on short-
sighted designs having shallow unity is all too great.
Fantic Design
Fantic design is basically the planning and selection of effects.
(We could also call these “performance values”—cf.
“production values” in movies.)
Some of these intended effects are simply the
communication of information or cognitive structure—
“information transfer,” to use one of the more obtuse phrases
current. Other desirable effects include orienting the user
and often moving him emotionally, including sometimes
overwhelming or entrancing him.
In the design of fantic systems involving automatic
response, we have a vast choice among types of
presentational techniques, tricks that are just now becoming
understood. Not just screen techniques and functions, but
also response techniques and functions.
(If “feelie” systems are ever perfected, as in Huxley’s
Brave
New World, it’s still the same in principle.)
In
both general areas, though—within media, and designing
media—it seems to me that the creation of organizing
constructs is the most profound problem. In particular, the
organizing constructs must not distract, or tear up contents.
An analogy: in writing, the inventions of the paragraph,
chapter and footnote were inventions in writing technique
that helped clarify what was being expressed. What we need
in computer-based fantic design is inventions which do not
artificially chop up, constrain, or interfere with the subject
(see box, Procrustes, p. 328).
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21. Computer Lib
/Dream Machines
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I do not feel these principles are everywhere sufficiently
appreciated. For instance, the built-in structures of PLATO
disturbs me somewhat in its arbitrariness—and the way its
control keys are scattered around.
But there is always something artificial—that is, some
form of artifice—in presentation. So the problem is to
devise techniques which have elucidating value but do not
cut connections or ties or other relationships you want to
save. (For this reason I suggest the reader consider
“Stretchtext,” p. 315) , collateral linkage (p. 330), and the
various hypergrams (p. 314-16). These structures, while
somewhat arbitrary and artificial, nevertheless can be used
to handle a subject gently.)
An important kind of organizing construct is
the map or overall orienting diagram. This, too,
is often partly “exact” and partly “artifice”:
certain aspects of the diagram may have unclear
import but clear and helpful connotation.
Responding systems now make it possible for
such orienting structures to be
multidimensional and responding.
Fantic design, then, is the creation either of
things to be shown (writing, movie-making,
etc.) at the lower end, or media to show things
in, or environments.
1. The design of things to be shown—whether writing,
movie-making, or whatever—is nearly always a combination
of some kind of explicit structure—an explanation or
planned lesson, or plot of a novel—and a feeling that the
author can control in varying degrees. The two are deeply
intertwined, however.
The author (designer, director, etc.) must think carefully
about how to give
organization to what is being presented.
This, too, has both aspects, cognition and feelings.
At the cognitive end, the author must concern himself
with detailed exposition or argument, or, in fiction, plot. But
simply putting appropriate parts together is not enough: the
author must use organizing constructs to continually orient
the reader’s (or viewer’s) mind. Repeated reference to main
concepts, repeated shots (in a movie) of particular locations,
serve this function; but each medium presents its own
possible devices for this purpose.
The organization of the feelings of the work criss-crosses
the cognitive; but we can’t get into it here.
Selection of points and parts contributes to both aspects.
If you are trying to keep the feeling of a thing from being
ponderous, you can never include everything you wanted, but
must select from among the explicit points and feeling-
generators that you have thought of.
2. The design of media themselves, or of media subsystems, is
not usually a matter of option. Books, movies, radio and TV
are given. But on occasion, as for world’s fairs or very
personal projects, we have a certain option. Which allows
thing like:
• Smellavision or whatever they called it:
movies with a smell-track, which went out
into the theater through odor generators.
• Branching movies.
• “Multi-media” (Multiple audio tracks and
simultaneous slide projections on different
screens).
• Stereo movies.
And so on. The thing about the ones
mentioned is that they are not viable as
continuing setups for repeated productions.
They do not offer a permanent wide market;
they are not stable; they do not catch on. Which is in a way,
of course, too bad.
But the great change is just about now. Current
technicalities allow branching media—especially those
associated with computer screens. And it is up to us now to
design them.
3. MENTAL ENVIRONMENTS are working places for
structured activity. The same principles of showmanship
apply to a working environment as to both the
contents of
media and the design of media. If media are environments
into which packaged materials are brought, structured
environments are basically environments where you use non-
packaged material, or create things yourself. They might also
be called “contentless media.” The principles of wholeness in
structured environments are the same as for the others, and
many of our examples refer to them.
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