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Symposium:
- ISEA2011: 17th International Symposium on Electronic Art
- More presentations from ISEA2011:
Session Title:
- Interface Play: Media Environments for Ludic Cyborgs
Presentation Title:
- Untitled
Presenter(s):
Venue(s):
Abstract:
Chair Person: Mark Butler, Presenters: Georg Russegger, Alison Gazzard, Moisés Mañas Carbonell, María José Martínez de Pisón Ramón & Athanasia Daphne Dragona
This panel of the Ludic Interfaces Research Group (L.I.R.G.) revolves around the current state of research into ludic interfaces, i.e. playful interaction spaces, a term that was coined at ISEA2007 and ISEA2008. It will give a working definition of this core concept that is the kernel of a new research field, map out its development and present state of the art hypotheses. The premise of L.I.R.G. is that interface innovations and their propagation – one only needs to remember the genealogy of graphical user interfaces – have their roots in playfulness. Ludic interfaces are concrete, situated interfaces in which the playful potential inherent in all interfaces manifests itself. This potential stems from the fact that all interfaces are by definition intermediary zones that exist between heterogeneous dimensions.
This is especially true with regards to computer-based interfaces. Play potency is an essential quality of the digital medium. Not only can it, given the necessary interface protocol, connect anything to anything else; everything also becomes highly malleable once it is translated into binary code. Ludic interfaces unleash the protean possibility space inherent in programmable media. They stand in contrast to straight interfaces: interface solutions that are solely used for a clearly defined, utilitarian purpose and teleological goal; designed from the beginning to directly enable the fulfillment of proposed aims, without deviations. Ludic interfaces, in contrast, have a patchwork of motivational vectors that opens up a possibility space filled with myriad paths leading toward goals that don’t have to be clearly defined. In short: The panel is interested in the moment of invention, the moment when the interaction becomes playful and the interface a game, and how it can be mobilized for creative strategies.