apparatus of film and to the
genre of science fiction film,
specifically “Minority Report.”
In addition, the use of maeve (as
shown in the video on the website) suggests other genres or
types of performance. Even if
only one user is doing a search,
the actions are widely visible.
The user is cast in the role of
performer, in some ways like a
performer of a musical instrument, whose search patterns
will be visible to others in the
installation. In the video we
see several users at once; their
efforts seem not to be a collaboration, but more of a collective performance in which the
cards they throw down form an
aesthetically interesting pattern of links. They seem to be
performing the role of players
of some sort of collectible card
game. Their performance is
casual and playful, in comparison with the seemingly serious
task of searching an architectural database.
Our performance of maeve
constitutes an act of self-expression. Whether we try
to generate beautiful patterns
on it or seek to explore simi-larities in the use of materials
across multiple designers says
something about us. It also
establishes a certain relationship to the audience. Perhaps
others nearby are impressed,
intimidated, or excited by the
public performance of maeve.
This relationship, in turn, will
lead to behaviors—avoidance,
conversation starting, attempting to take control of the table,
and so on.
To reiterate, the key to a
performance studies approach
is the acknowledgement that
interaction occurs between or
among people (performer and
audience), not just between
user and application. The goal
of the analysis of interaction
as performance is to comple-
ment the other approaches
to yield techniques that
may be useful in interac-
tion design in an era of social
and tangible digital media.
Criticism 3: Constructing
the User of Maeve
The word “user” can be understood in two very different
ways. We can think of the user
either as “the kind of person
that uses this application” or as
“an actual person who uses this
application.” The second notion
of user involves real people,
who can be studied through
social science, from surveys
and contextual inquiry to cultural probes.
But when we design, we
inevitably design with the other
notion in mind, a certain kind
of user. This hypothetical user,
around whom we build personas and scenarios, does not
exist in empirical reality and
must be constructed out of a
combination of available data
and a designer’s experience and
imagination. This hypothetical
user is, in a way, built into the
resulting design. As a critical
strategy, we can explore how
designers build the hypothetical user into their designs and
how that hypothetical user is
“made visible” in the design
itself.
Even a passing acquaintance
with maeve helps us understand
the way it constructs its users.
Obviously, maeve assumes that
users are interested in archi-
tecture. This assumption, in
turn, presumes a certain level
of knowledge of the field of
architecture and its attendant
technical vocabulary, theories,
important examples, and his-
tory. It also assumes that users
have a certain literacy with
computer-mediated information
seeking (e.g., navigation, selec-
tion, and evaluation skills). Its
aesthetic styling, akin to inter-
faces in “Minority Report” and
other sci-fi films, assumes a
user who recognizes and under-
stands science fiction’s visual
languages.
[ 10] Baudry,
J.L. “Ideological
Effects of the Basic
Cinematographic
Apparatus.” In Narrative,
Apparatus, Ideology,
ed. P. Rosen, 286-298.
New York: Columbia
University Press, 1986
[1970].
March + April 2010