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The Rhythm of Interaction Peter Stahl Interaction 11 Boulder, Colorado 10 February 2011
The Rhythm of Interaction Interactive rhythm Flow Artifacts & deliverables Motivic rhythm Capturing timing
Interactive Rhythm
What makes rhythm? Simplicity Repetition Steady tempo (relatively) Reason to continue (i.e., success)
When is rhythm appropriate? One overall job Repeatable interactions Low likelihood of errors Errors are non-destructive & easy to correct
When should rhythm be interrupted? To make users think Browse Add to cart INTERRUPT Pay
Not all experiences got rhythm Too complex Photoshop Not repetitive Control panels / system preferences Tempo varies too much TurboTax Success too sporadic Any game that’s too hard
Rhythm isn’t enough Boring, uninteresting, trivial Tedious, painful Unsatisfying, pointless Annoying, insulting
Flow
MihalyCsíkszentmihályi
CHICK SENT ME HIGH E Csíkszentmihályi
“[Flow is] the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” Flow: The Psychology of Optimal Experience, 1990
“Being completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost.” Wired Magazine, September 1996
Dimensions of Flow Clear goals and progress tracking (feedback) Balance of challenge and skill Sense of control Focused concentration Loss of self-consciousness; becoming one with the activity Time distortion Self-rewarding (“autotelic”) experience Source: http://edutechwiki.unige.ch/en/Flow_theory, et al.
Csíkszentmihályi’s critique of Web design Goals. “Site designers assume that the visitor already knows what to choose. That’s not true. People enter hoping to be led somewhere, hoping for a payoff.” Feedback. “Most Web sites don’t very much care what you do. It would be much better if they said, ‘You’ve made some interesting choices.’” Challenge. “A flow experience has got to be challenging. Anything that is not up to par is going to be irritating or ignored.” Progression. “You need clear goals that fit into a hierarchy, with little goals that build toward more meaningful, higher-level goals.” Wired Magazine, September 1996
How can we induce flow? Clear goals Clear progress tracking Early success, but not for free Achievable, progressive challenges Obvious next steps Content that is Interesting Compelling Worthwhile Rewarding Absorbing Challenging Lack of distractions
How can we induce flow? Clear goals Lack of distractions Achievable, progressive challenges Early success, but not for free Clear progress tracking Obvious next steps
Not all experiences should have flow One-shot Registration No progression of challenge Tic-tac-toe Too many possible goals Yahoo! home page
Artifacts & Deliverables
Photo by Jeff Jacobson, available under a Creative Commons Attribution-Noncommercial license.
ACTION INTERACTION
COMPUTER -HUMANINTERACTION
Motion Pictures
Storyboard Photo by FngKestrel / Russ, available under a Creative Commons Attribution-Noncommercial license.
Photo by Brian Bennett, available under a Creative Commons Attribution-Noncommercial license.
Photo by adjustafresh / Scott, available under a Creative Commons Attribution-Noncommercial license.
Kevin Cheng
Photo by Crystal Campbell, available under a Creative Commons Attribution-Noncommercial license.
Motivic Rhythm
Gaming
Animatics Animated storyboards Used by: Traditional animation Gaming Live action, before filming Used for: Sound synchronization Scene timing Focus group feedback
“During production we use animatics with time codes to figure out and tune our timing and shot composition. It’s much faster to see and feel the timing of a scene, and more cost efficient. This way a Creative Director can sign off on the direction or make changes rapidly before art gets made.” Rich Larm, Electronic Arts
Dance
Benesh Movement Notation
Benesh Movement Notation
Benesh Movement Notation
Labanotation
Music
Hey Jude (Paul McCartney, 1968) Hey Jude, don't make it badTake a sad song and make it betterRemember to let her into your heartThen you can start to make it betterHey Jude don't be afraidYou were made to go out and get herThe minute you let her under your skinThen you begin to make it betterAnd any time you feel the pain,  Hey Jude, refrainDon't carry the world upon your shouldersFor well you know that it's a fool  Who plays it coolBy making his world a little colderDa da da da da, da da da da Hey Jude don't let me downYou have found her now go and get herRemember to let her into your heartThen you can start to make it better So let it out and let it inHey Jude beginYou're waiting for someone to perform withAnd don't you know that it's just youHey Jude you'll doThe movement you need is on your shoulderDa da da da da, da da da daHey Jude don't make it badTake a sad song and make it betterRemember to let her under your skinThen you'll begin to make it better Better, better, better, better, better, Yeah,Yeah,Yeah Na nana, nananana, nananana Hey Jude
http://loveallthis.tumblr.com
Desktop Tools
Desktop animation tools Director Flash, Flash Catalyst Keynote PowerPoint
Adobe Director
Adobe Flash
Adobe Flash Catalyst
Apple Keynote
Microsoft PowerPoint
Your ideas?

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The Rhythm of Interaction

  • 1. The Rhythm of Interaction Peter Stahl Interaction 11 Boulder, Colorado 10 February 2011
  • 2. The Rhythm of Interaction Interactive rhythm Flow Artifacts & deliverables Motivic rhythm Capturing timing
  • 4.
  • 5.
  • 6.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17. What makes rhythm? Simplicity Repetition Steady tempo (relatively) Reason to continue (i.e., success)
  • 18. When is rhythm appropriate? One overall job Repeatable interactions Low likelihood of errors Errors are non-destructive & easy to correct
  • 19. When should rhythm be interrupted? To make users think Browse Add to cart INTERRUPT Pay
  • 20. Not all experiences got rhythm Too complex Photoshop Not repetitive Control panels / system preferences Tempo varies too much TurboTax Success too sporadic Any game that’s too hard
  • 21. Rhythm isn’t enough Boring, uninteresting, trivial Tedious, painful Unsatisfying, pointless Annoying, insulting
  • 22. Flow
  • 24. CHICK SENT ME HIGH E Csíkszentmihályi
  • 25.
  • 26.
  • 27. “[Flow is] the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” Flow: The Psychology of Optimal Experience, 1990
  • 28. “Being completely involved in an activity for its own sake. The ego falls away. Time flies. Every action, movement, and thought follows inevitably from the previous one, like playing jazz. Your whole being is involved, and you're using your skills to the utmost.” Wired Magazine, September 1996
  • 29.
  • 30.
  • 31.
  • 32. Dimensions of Flow Clear goals and progress tracking (feedback) Balance of challenge and skill Sense of control Focused concentration Loss of self-consciousness; becoming one with the activity Time distortion Self-rewarding (“autotelic”) experience Source: http://edutechwiki.unige.ch/en/Flow_theory, et al.
  • 33. Csíkszentmihályi’s critique of Web design Goals. “Site designers assume that the visitor already knows what to choose. That’s not true. People enter hoping to be led somewhere, hoping for a payoff.” Feedback. “Most Web sites don’t very much care what you do. It would be much better if they said, ‘You’ve made some interesting choices.’” Challenge. “A flow experience has got to be challenging. Anything that is not up to par is going to be irritating or ignored.” Progression. “You need clear goals that fit into a hierarchy, with little goals that build toward more meaningful, higher-level goals.” Wired Magazine, September 1996
  • 34. How can we induce flow? Clear goals Clear progress tracking Early success, but not for free Achievable, progressive challenges Obvious next steps Content that is Interesting Compelling Worthwhile Rewarding Absorbing Challenging Lack of distractions
  • 35. How can we induce flow? Clear goals Lack of distractions Achievable, progressive challenges Early success, but not for free Clear progress tracking Obvious next steps
  • 36.
  • 37.
  • 38. Not all experiences should have flow One-shot Registration No progression of challenge Tic-tac-toe Too many possible goals Yahoo! home page
  • 40. Photo by Jeff Jacobson, available under a Creative Commons Attribution-Noncommercial license.
  • 41.
  • 42.
  • 44.
  • 46.
  • 47.
  • 49. Storyboard Photo by FngKestrel / Russ, available under a Creative Commons Attribution-Noncommercial license.
  • 50. Photo by Brian Bennett, available under a Creative Commons Attribution-Noncommercial license.
  • 51.
  • 52. Photo by adjustafresh / Scott, available under a Creative Commons Attribution-Noncommercial license.
  • 54. Photo by Crystal Campbell, available under a Creative Commons Attribution-Noncommercial license.
  • 56.
  • 58. Animatics Animated storyboards Used by: Traditional animation Gaming Live action, before filming Used for: Sound synchronization Scene timing Focus group feedback
  • 59. “During production we use animatics with time codes to figure out and tune our timing and shot composition. It’s much faster to see and feel the timing of a scene, and more cost efficient. This way a Creative Director can sign off on the direction or make changes rapidly before art gets made.” Rich Larm, Electronic Arts
  • 60.
  • 61. Dance
  • 66. Music
  • 67.
  • 68.
  • 69.
  • 70.
  • 71.
  • 72.
  • 73.
  • 74. Hey Jude (Paul McCartney, 1968) Hey Jude, don't make it badTake a sad song and make it betterRemember to let her into your heartThen you can start to make it betterHey Jude don't be afraidYou were made to go out and get herThe minute you let her under your skinThen you begin to make it betterAnd any time you feel the pain, Hey Jude, refrainDon't carry the world upon your shouldersFor well you know that it's a fool Who plays it coolBy making his world a little colderDa da da da da, da da da da Hey Jude don't let me downYou have found her now go and get herRemember to let her into your heartThen you can start to make it better So let it out and let it inHey Jude beginYou're waiting for someone to perform withAnd don't you know that it's just youHey Jude you'll doThe movement you need is on your shoulderDa da da da da, da da da daHey Jude don't make it badTake a sad song and make it betterRemember to let her under your skinThen you'll begin to make it better Better, better, better, better, better, Yeah,Yeah,Yeah Na nana, nananana, nananana Hey Jude
  • 76.
  • 78. Desktop animation tools Director Flash, Flash Catalyst Keynote PowerPoint
  • 85. The Rhythm of Interaction Interactions can have rhythm But not all interactions have it, and it isn’t enough by itself Inducing Flow is a great thing Provide goals, stepped challenges, progress tracking Flow happens in people, not computers So include people in your artifacts! Motivic rhythm is on the rise Examples from other disciplines can help Existing animation tools may suffice
  • 86. Thank you! pete@peterates.com Twitter: pstahl