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	<title>Comments on: Phenomenology: invisible interfaces are a myth</title>
	<atom:link href="http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/feed/" rel="self" type="application/rss+xml" />
	<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/</link>
	<description>It&#039;s all about interaction</description>
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		<title>By: wdrtsjpgoc</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106699</link>
		<dc:creator>wdrtsjpgoc</dc:creator>
		<pubDate>Sat, 22 Oct 2011 12:15:33 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106699</guid>
		<description>fVqFoD  &lt;a href=&quot;http://wcugibuccxcf.com/&quot; rel=&quot;nofollow&quot;&gt;wcugibuccxcf&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>fVqFoD  <a href="http://wcugibuccxcf.com/" rel="nofollow">wcugibuccxcf</a></p>
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		<title>By: hubert dreyfus</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106695</link>
		<dc:creator>hubert dreyfus</dc:creator>
		<pubDate>Fri, 05 Mar 2010 09:52:37 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106695</guid>
		<description>[...] and Sean Kelly. This interdisciplinary meeting will ... Mail (will not be published) (required) ...Johnny Holland - It&#039;s all about interaction Blog Archive ...Hubert Dreyfus, arguably the world&#039;s best interpreter of Heidegger and Merleau-Ponty, ... find a [...]</description>
		<content:encoded><![CDATA[<p>[...] and Sean Kelly. This interdisciplinary meeting will &#8230; Mail (will not be published) (required) &#8230;Johnny Holland &#8211; It&#39;s all about interaction Blog Archive &#8230;Hubert Dreyfus, arguably the world&#39;s best interpreter of Heidegger and Merleau-Ponty, &#8230; find a [...]</p>
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		<title>By: Leapfroglog - links for 2009-04-10</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106694</link>
		<dc:creator>Leapfroglog - links for 2009-04-10</dc:creator>
		<pubDate>Fri, 10 Apr 2009 12:01:36 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106694</guid>
		<description>[...] geeking out about data. (tags: data information visualization design graphic book film video)  Johnny Holland - It’s all about interaction » Blog Archive » Phenomenology: invisible interfaces... A decent intro to phenomenology for interaction designers. Some of the comments to this peace are [...]</description>
		<content:encoded><![CDATA[<p>[...] geeking out about data. (tags: data information visualization design graphic book film video)  Johnny Holland &#8211; It’s all about interaction » Blog Archive » Phenomenology: invisible interfaces&#8230; A decent intro to phenomenology for interaction designers. Some of the comments to this peace are [...]</p>
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		<title>By: Johnny Holland - It&#8217;s all about interaction &#187; Blog Archive &#187; Intuited interfaces: remembering that people don&#8217;t know</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106693</link>
		<dc:creator>Johnny Holland - It&#8217;s all about interaction &#187; Blog Archive &#187; Intuited interfaces: remembering that people don&#8217;t know</dc:creator>
		<pubDate>Wed, 08 Apr 2009 06:44:37 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106693</guid>
		<description>[...] a way that seems natural&#8221;. I believe that this can be expanded upon. One way would be through phenomenology, but another framework I&#8217;ve come across in the social sciences is known as the knowledge [...]</description>
		<content:encoded><![CDATA[<p>[...] a way that seems natural&#8221;. I believe that this can be expanded upon. One way would be through phenomenology, but another framework I&#8217;ve come across in the social sciences is known as the knowledge [...]</p>
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		<title>By: nodesign</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106692</link>
		<dc:creator>nodesign</dc:creator>
		<pubDate>Fri, 30 Jan 2009 22:11:38 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106692</guid>
		<description>great article especially the focus on Maurice Merleau Ponty
- Natural interface at work

http://lab.nodesign.net/interfaces
http://www.nodesign.net/interfaces</description>
		<content:encoded><![CDATA[<p>great article especially the focus on Maurice Merleau Ponty<br />
- Natural interface at work</p>
<p><a href="http://lab.nodesign.net/interfaces" rel="nofollow">http://lab.nodesign.net/interfaces</a><br />
<a href="http://www.nodesign.net/interfaces" rel="nofollow">http://www.nodesign.net/interfaces</a></p>
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		<title>By: Larry Irons</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106691</link>
		<dc:creator>Larry Irons</dc:creator>
		<pubDate>Thu, 22 Jan 2009 02:54:22 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106691</guid>
		<description>Hi Vicki,

I like the article and especially agree with your characterization of Merleau-Ponty. I always considered him the optimistic version of Sartre. I also think you are on target in focusing on the failure of computing to disappear, going seamless and invisible. Gestural interfaces like the Wii offer intriguing potential in controlling the seams involved in interfaces. For an overall view of gestural interfaces, particularly in their relation to ubiquitous computing, I&#039;d suggest reading Dan Saffer&#039;s Designing Gestural Interfaces, 2009.

Regards,

Larry</description>
		<content:encoded><![CDATA[<p>Hi Vicki,</p>
<p>I like the article and especially agree with your characterization of Merleau-Ponty. I always considered him the optimistic version of Sartre. I also think you are on target in focusing on the failure of computing to disappear, going seamless and invisible. Gestural interfaces like the Wii offer intriguing potential in controlling the seams involved in interfaces. For an overall view of gestural interfaces, particularly in their relation to ubiquitous computing, I&#8217;d suggest reading Dan Saffer&#8217;s Designing Gestural Interfaces, 2009.</p>
<p>Regards,</p>
<p>Larry</p>
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		<title>By: Vicky Teinaki</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106690</link>
		<dc:creator>Vicky Teinaki</dc:creator>
		<pubDate>Wed, 21 Jan 2009 10:32:16 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106690</guid>
		<description>Some interesting feedback.

@Luke: while I agree that no one &#039;means&#039; for an interface to be invisible, for designers I&#039;d argue that it has been the default way of thinking for a while, firstly because of the few and rigid methods of interfacing available to us (one eye, two ears, one finger as earlier talked about), and secondly because of the ubiquitous technology movement (microscopic computers everywhere!). I think phenomenology can remind us that that isn&#039;t the case in the same way semiotics reminds us of the difference between sign, signifier and signified.

@Robert: thanks for your observations of using the Wii - I wasn&#039;t aware of the difficulties in using it, though thinking about it that makes sense. One of the problems with digital devices is as you&#039;ve said - they have to be able to incorporate a wide range of actions. In fact, the Wii does have pros and cons - on the one hand, it offers a far richer set of actions and thus mastery, but on the other hand, may unsuccessfully mimic existing metaphors, thus making it &#039;unready-to-hand&#039;(a broken tool).
Onto your main question. You&#039;re spot on about it being abut affordance and feedback. (A lot of people think &#039;affordance&#039; comes from Don Norman, but it&#039;s actually from Gestalt psychologist William Gibson). The only thing to watch out for is &#039;mental mapping&#039;: there&#039;s a tendency for that term to become visual, metaphorical and generally cerebral. Instead, phenomenology says to focus on what you do rather than what you think. Your example about the door is actually one that Dreyfus talks about (though not with a Wii) - your hand forms the shape of the door without you consciously thinking about it.
Hope that makes sense - your comments have given me a bit to think about.</description>
		<content:encoded><![CDATA[<p>Some interesting feedback.</p>
<p>@Luke: while I agree that no one &#8216;means&#8217; for an interface to be invisible, for designers I&#8217;d argue that it has been the default way of thinking for a while, firstly because of the few and rigid methods of interfacing available to us (one eye, two ears, one finger as earlier talked about), and secondly because of the ubiquitous technology movement (microscopic computers everywhere!). I think phenomenology can remind us that that isn&#8217;t the case in the same way semiotics reminds us of the difference between sign, signifier and signified.</p>
<p>@Robert: thanks for your observations of using the Wii &#8211; I wasn&#8217;t aware of the difficulties in using it, though thinking about it that makes sense. One of the problems with digital devices is as you&#8217;ve said &#8211; they have to be able to incorporate a wide range of actions. In fact, the Wii does have pros and cons &#8211; on the one hand, it offers a far richer set of actions and thus mastery, but on the other hand, may unsuccessfully mimic existing metaphors, thus making it &#8216;unready-to-hand&#8217;(a broken tool).<br />
Onto your main question. You&#8217;re spot on about it being abut affordance and feedback. (A lot of people think &#8216;affordance&#8217; comes from Don Norman, but it&#8217;s actually from Gestalt psychologist William Gibson). The only thing to watch out for is &#8216;mental mapping&#8217;: there&#8217;s a tendency for that term to become visual, metaphorical and generally cerebral. Instead, phenomenology says to focus on what you do rather than what you think. Your example about the door is actually one that Dreyfus talks about (though not with a Wii) &#8211; your hand forms the shape of the door without you consciously thinking about it.<br />
Hope that makes sense &#8211; your comments have given me a bit to think about.</p>
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		<title>By: Robert Wünsch</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106689</link>
		<dc:creator>Robert Wünsch</dc:creator>
		<pubDate>Mon, 19 Jan 2009 23:20:36 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106689</guid>
		<description>I&#039;m not sure, if I got this right. But isn&#039;t it just about mapping, affordance and feedback? If the mappings and affordances are correct, you don&#039;t need an interface with labels or signs. And you can easily make the object part of yourself.

I mean, if you use a hammer, it can only become part of you, if it affords smashing (the movement you would do with your hand if your hand was hard enough). If a &#039;hammer&#039; would require you to say &#039;smash&#039; to push a nail into wood, it might work - but it would irritate and you would probably not develop a sense of being one with the tool.

The Wii controller on the other hand is an example with a flaw: There are alot of games that really fail at mapping the motions correctly. For instance in the ego shooter Red Steel you have to shake the Nunchuk controller up and down to reload your weapon - that&#039;s OK. But you have to do the same motion to open a door - instead of pushing or pulling which would be a better mapping. So if you are standing in front of a door, but not close enough, you reload your weapon instead of opening the door. Or if you want to pick something up from the ground, you have to move the Nunchuk down. If you get it up again too fast, you reload your weapon instead of picking up things. So even though you start to use the Nunchuck as an extension of your body, it doesn&#039;t work and you always have to think about how you have to move your hand in the current circumstances.

So I think, what you describe is just the result of good mapping, affordance and the right feedback. But as long as we cling to visual interfaces, displaced input devices (mouse/keyboard) or touch screens with no haptical feedback, that&#039;s hard to achieve.</description>
		<content:encoded><![CDATA[<p>I&#8217;m not sure, if I got this right. But isn&#8217;t it just about mapping, affordance and feedback? If the mappings and affordances are correct, you don&#8217;t need an interface with labels or signs. And you can easily make the object part of yourself.</p>
<p>I mean, if you use a hammer, it can only become part of you, if it affords smashing (the movement you would do with your hand if your hand was hard enough). If a &#8216;hammer&#8217; would require you to say &#8216;smash&#8217; to push a nail into wood, it might work &#8211; but it would irritate and you would probably not develop a sense of being one with the tool.</p>
<p>The Wii controller on the other hand is an example with a flaw: There are alot of games that really fail at mapping the motions correctly. For instance in the ego shooter Red Steel you have to shake the Nunchuk controller up and down to reload your weapon &#8211; that&#8217;s OK. But you have to do the same motion to open a door &#8211; instead of pushing or pulling which would be a better mapping. So if you are standing in front of a door, but not close enough, you reload your weapon instead of opening the door. Or if you want to pick something up from the ground, you have to move the Nunchuk down. If you get it up again too fast, you reload your weapon instead of picking up things. So even though you start to use the Nunchuck as an extension of your body, it doesn&#8217;t work and you always have to think about how you have to move your hand in the current circumstances.</p>
<p>So I think, what you describe is just the result of good mapping, affordance and the right feedback. But as long as we cling to visual interfaces, displaced input devices (mouse/keyboard) or touch screens with no haptical feedback, that&#8217;s hard to achieve.</p>
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		<title>By: Luke</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106688</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Mon, 19 Jan 2009 22:58:38 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106688</guid>
		<description>Eh, semantics. The &quot;the object does not disappear&quot; line of reasoning was a bit embarrassing, even. That&#039;s not what anybody means by &quot;invisible design&quot;, and if that&#039;s what the author of the article used to get from that... well... not a very bright person.</description>
		<content:encoded><![CDATA[<p>Eh, semantics. The &#8220;the object does not disappear&#8221; line of reasoning was a bit embarrassing, even. That&#8217;s not what anybody means by &#8220;invisible design&#8221;, and if that&#8217;s what the author of the article used to get from that&#8230; well&#8230; not a very bright person.</p>
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		<title>By: Phenom &#124; USiT</title>
		<link>http://johnnyholland.org/2009/01/phenomenology-invisible-interfaces-are-a-myth/#comment-106687</link>
		<dc:creator>Phenom &#124; USiT</dc:creator>
		<pubDate>Mon, 19 Jan 2009 21:17:54 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=794#comment-106687</guid>
		<description>[...] Teinaki has written an interesting article about Phenomenology over at JohnnyHolland. It provides a very brief overview of what phenomenology is and how this [...]</description>
		<content:encoded><![CDATA[<p>[...] Teinaki has written an interesting article about Phenomenology over at JohnnyHolland. It provides a very brief overview of what phenomenology is and how this [...]</p>
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