Collagemachine: a Model of “Interface Ecology” by Andruid Kerne
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CollageMachine: A Model of “Interface Ecology” By Andruid Kerne A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computer Science New York University May, 2001 ___________________________________ Ken Perlin Andruid Kerne All Rights Reserved, 2001 Dedicated to the open minds of students and practitioners everywhere. iii Abstract Browsing is an open-ended activity, which involves fulfillment of vague desires, as well as satisfaction of definite goals. Typical computational artifacts, on the other hand, address well-formed problems. Even in the field of human computer interaction, development processes have previously been modeled in terms of users’ concrete tasks. Undertaking more open inquiries necessitates exploring more open processes and methods. The interactive artifact, CollageMachine, which addresses browsing creatively, has been co-developed with the metadisciplinary framework of interface ecology. CollageMachine is a creative web visualization tool that learns while you surf. Instead of waiting for you to click a hyperlink, the iv program proactively pulls content of interest. CollageMachine supports an open-ended process of web browsing, in which the user needs only a fuzzy sense of interests. Clear advance goals are not required. CollageMachine deconstructs websites into media elements - images and chunks of text. These media elements continuously stream into a collage. A point and click, drag and drop interface enables the user to rearrange the elements. From this interaction, an agent learns about the user’s interests. It acts to shape the ongoing development of the collage on her/his behalf. Like browsing, understanding and developing what goes on around computers, in addition to inside of them, is an open process without definite bounds. As a metadiscipline, interface ecology brings the perspectives of diverse disciplines to bear on the form and function of interfaces. It explores and develops the complex web of interrelationships between people, activities, codes, components, and systems. Interfaces are the multidimensional border zones through which these relationships v are constituted. The dynamic interactions of media, cultures, and disciplines flow through them. Interface ecology adapts and invokes functional principles of ecosystem dynamics for the information age. Interface ecology and CollageMachine co-development has connected the principles of collage with the creative cognition of emergence. A new model for hci development emanates from concept. The form of streaming visualization affords particular interactive semantics. The Collage Visualization Grid dynamically allocates screen real estate according to the agent model. A visualization of the structure of the user’s interests emerges bottom up. vi Table of Contents Dedication ……………..……………………………………..……..iii Abstract ……………..…………….…………………………..……..iv List of Figures ………..……………………..…………...…...…….xv Chapter 1: Roots / Motivations / Overview …………..…….……..1 1.1. Anyako: the origin of interface ecology............................... 5 1.2. interface ecology takes shape ............................................. 15 1.3. CollageMachine................................................................... 21 1.4. surfing, browsing and foraging .......................................... 27 1.5. theory and practice ............................................................. 32 1.6. interface ecology: a broader context ................................. 36 vii Chapter 2: CollageMachine: A Streaming Collage Browser Learns While You Surf.……….…..41 2.1. collage .................................................................................. 43 2.1.1. papier colle.......................................................................................46 2.1.2. found objects....................................................................................46 2.1.3. Dada collage .....................................................................................48 2.1.4. indeterminacy...................................................................................49 2.2. creative cognition and emergence..................................... 54 2.3. direct manipulation vs. interface agents............................ 61 2.3.1. interface agents ................................................................................63 2.3.2. recommender systems......................................................................65 2.4. the CollageMachine experience – design lessons............. 67 2.4.1. conventional hypermedia level .......................................................67 2.4.1.1. CollageMachine home.......................................................................68 2.4.1.2. seeding a collage................................................................................74 2.4.2. interactive streaming collage level: the inside collagemachine experience ......................................................................................................76 2.4.2.1. static interaction - the control panel.................................................77 2.5. web client architecture........................................................ 83 viii 2.5.1. HTML tier ........................................................................................84 2.5.2. generating HTML to launch the Java applet (seeding implementation) ............................................................................................85 2.5.3. Java applet tier..................................................................................86 2.5.3.1. platforms ............................................................................................87 2.5.3.2. archive packaging and code-signing: platform incompatibilities....87 2.6. CollageMachine operation................................................. 89 2.6.1. breaking down documents (collage cutting) .................................91 2.6.2. the agent model ...............................................................................93 2.6.3. on-going collage selection ...............................................................95 2.6.3.1. media elements..................................................................................95 2.6.3.2. hyperlinks (documents) ....................................................................96 2.6.4. placement – the collage visualization grid .....................................96 2.6.5. removing old elements ....................................................................99 2.7. information visualization: a priori authored structure and emergent user structure................................................................ 100 2.7.1. top down derivation of a priori authored structure.....................100 2.7.2. bottom up inference of emergent user interest structure...........102 2.7.3. emergence in the collage visualization grid.................................104 ix 2.7.4. model visualization – dynamic interest-wear treatments .............105 2.8. CollageMachine session example .................................... 107 Chapter 3: Interface Ecosystem as the Fundamental Unit of Interface Ecology…………………………………………………..115 3.1. the context of the information age.................................. 117 3.2. ecologizing: an initial basis [interlude 1]........................ 122 3.2.1. cyborg ecosystems ..........................................................................122 3.2.2. equal value......................................................................................126 3.2.3. voice and the role of the ecologizer..............................................128 3.2.3.1. ethnography: interpretation in thick description..........................128 3.2.3.2. the vocal representation limit principle => equivocality................130 3.2.4. notes on nomenclature..................................................................132 3.2.5. bootstrapping .................................................................................133 3.2.6. recursion analysis ...........................................................................136 3.3. dynamic systems of representation .................................. 138 3.3.1. signs (objects).................................................................................139 3.1.1.1. signs – Saussure................................................................................140 3.3.1.1. political economy: the commodity form, use and exchange value142 3.1.1.2. myth and the context of the sign ....................................................144 x 3.3.2. significant behaviors (methods) ...................................................153 3.3.2.1. restored behavior.............................................................................154 3.3.2.2. ordinary behavior.............................................................................155 3.3.3. brands connect restored and ordinary behavior..........................156 3.3.4. postindustrial and postmodern.....................................................163 3.3.5. structural dynamics ........................................................................164 3.3.5.1. feedback ...........................................................................................164 3.3.5.2. scales of space and time...................................................................169 3.3.5.3. flows..................................................................................................170