interaction.art

September 23rd, 2013

I haven’t done any sketches in a while, but I have continued to think about them, and how to create|invoke|provoke interaction with the reader/viewer.

A word I’ve used in the past is “frustrating”, as in “frustrating the reader,” but I always felt uncomfortable with that.
I’ve more wanted to entice the reader to continue.
Not the right word.
The frustration I was working with was by obscuring the text, and only revealing parts of it when the reader interacted.
Frustrated, as in “the reader can’t see the (whole) text without (some, minimal) effort.”

There’s another word, just can’t get back to it now.

Thoughts again today looking at the work of Darius Kazemi.

Check out his “game” At Dawn. NOTE: when you reach the center of the screen, keep walking to the right.

I’ve also been trying to figure out how to reward the reader — as in, what’s the payoff for reading? Solving a puzzle? Defeating the final boss? Following the narrative flow through to it’s conclusion?

In the absence of the last two, and difficult puzzles, I’m not sure what that payoff might be.
Perhaps I’m overthinking this.
I enjoyed reading and interacting with these texts.
Most people aren’t going to get the same reward from viewing them.
But I do, and some others might.

That should be enough.

UPDATE 2013.09.23: I wrote the above about a month ago, and haven’t edited it much, much less come up with the words I thought I wanted. So these words will have to do (like Xanadu).

See also: Gamebooks such as Choose Your Own Adventure.

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