How do I learn to design interactive media?
Having studied for 2 years at USC's 3-year MFA in Interactive Media, 75% of my time to study is in the past. To appreciate the remaining 8 months, I am considering what types of activities seem to have taught me the most, so that I may add more of those to my "diet". From Fall 2006 to Summer 2008, the following categories summarize what I have done to learn (or reinforce) the design of interactive media. I ordered them by an estimate of my design education: #1 being greatest, and #13 being least.
1. User tries my proof-of-principle prototype
2. User rehearses my visual prototype
3. Peer reviews our interactive media
4. Peer reviews my screenplay
5. Read theory that applies to a current project
6. Play a game
7. Peer reviews our non-interactive images or film
8. Peer reviews my design document or presentation
9. Listen to interaction design lecture
10. Peer reviews my presentation on a non-interactive topic
11. Vacation, exercise, or chill
12. Critique published non-interactive images or film
13. Listen to lecture on non-interactive topic
I then estimated the time I spent during each semester in these activities (including summer), using the semester credit as the unit. "#6 Play a game" and "#11 Vacation" are baselines for activities that are obviously not school-related. However, since I design games, playing them is a research activity, so this is only to say I learn more about interactive media (including non-games) from playing games than items 7 through 13.
During each semester, I was either spending time on a required class for the Interactive Media MFA (blue), a screenwriting or game development elective (red), or my free time (yellow). The average is for four semesters, since I didn't take courses during the summer.
I have usually learned rapidly from items #1 through #4, but I haven't spent much time on item #1. So, this final 8 months, I'll see what happens when I: (A) Add more prototypes to my diet. (B) Cut out fatty documents, presentations, lectures, and non-interactive media.
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Although the learning value is my personal self-assessment, for what it's worth, I'll briefly discuss how I estimated some preferences.
1. When a user tries a prototype, in which I focused on a particular principle (or feature), I witness if my design hypothesis holds up. I draw conclusions, refine the software's requirements, and iterate the design. Since my educational goal is to master the design of interactive media, the user's behavior is the best fitness function to evolve the design.* With such a prototype, I get to avoid many low-level tasks that are necessary for production. So, I learn quickly.
2. I can iterate much faster on the story, user interface, and look and feel of a visual prototype (with manual interactivity) yet target graphics. But manual behavior compromises relevance of feedback to software behavior.
3. I would rather have a user try our interactive media, but iterating of production software is slow, and users are scarce. Yet, peers are the next best thing to users. By peers I mean fellow students and faculty. We have the very un-user-like trait of a strong interest to be affiliated with this program. (As far as I have experienced) that subconsciously biases all our responses to our peers' works.
4. I incorporate screenwriting into my design. I write the user's story in screenplay format and apply storytelling principles to their interaction. Screenplays omit user interface, look and feel, yet they capture the story perfectly, and express some of the simulation. At USC, the screenplays I'm referring to are for non-interactive screenplays, for film or television. It would seem odd that I stress interactivity as my goal, yet value screenplays so highly. Well, in the course of having aspiring screenwriters review the words, except for the dialogue and the writing style, what they are mostly reviewing is the dramatic experience of the user. They are, in a sense, user experience designers. And obviously, iterating in text is quick.
5. When I intend to entertain a user, I care about the principles behind their interest and attention. With my particular thesis, I also care about their use and acquisition of language, and cognitive exercise in general. So, having those kinds of questions makes the answers that I find meaningful.
6. My weakpoint used to be not playing enough games. (GameFly turned that around, since I don't have to buy everything I want to try.) Games comprise the plurality of interactive media, and a lot of user interface, look and feel, and simulation (but not story) innovation came from games. I look forward to productivity software, websites, electronics, and architecture catching up to some of the stellar videogames.
7. Much of interactive media of course is decomposable into non-interactive elements (audio, images). And, by analogy, entertaining with interactive graphics means understanding how to entertain with non-interactive graphics. Yet understanding non-interactive graphics is not sufficient to understand the psychology of interactive graphics.
8. I started college in English Literature. I enjoy reading. So of course I enjoy other people reading my words. But there's a huge cognitive cost to constructing a mental model of interactive media from a written (even an illustrated) document. I can't accurately evaluate a doc, and frankly, I haven't met anyone who can. What I can do is compare it to interactive experiences that I have, but that isn't sufficient to evaluate innovation--something new. It's really easy to sell yourself, or your peers, that your document could be the seed of a great game. But what's the test? How do you prove it on paper? If I can't connect a hypothesis to a conclusion (if all I have is a hypothesis), then I haven't learned about interactive media and further iterations would be off into some nebulous, self- (or peer-) aggrandizement.
9. I respect theory. I'm an INTP (intuitive-thinker). So I should respect lectures on interaction design. I do and listen to a lot of them. But it is secondary to experiencing roundtrip responsibility. All I can do with a lecture is consider and agree or disagree. All I have learned is someone's opinion. I can't try it out and see (if I'm just listening).
10. Presenting on a general topic can be indirectly enlightening to designing interactive media. But so far, it has been incidentally so.
11. Lao Tzu said the emptiness makes the vessel meaningful. A vacation, or just anything I choose to do for no other reason than it makes me feel good, has been the only cure I know for burnout. It also puts the other learning into perspective.
12. I have respect for all media. I wish I had enough mindpower to learn it all. But since I've specialized in interactive media (which is broad enough for several lifetimes) critiquing other media has been useful to understand people's opinions and to experience general culture, but critiquing it has not empowered my work.
13. Listening to lectures of general interest or other media has not empowered me to design.**
* I'm reminded of my first videogame job. I directed the US version of Nexon's first two games. For these I had roundtrip responsibility. I had an idea; I scripted it and edited the data and maps; I tested it; I operated the live server; I answered customer support and bugs; read the forums and directly observed. It was extremely educational to get feedback so quickly.
** Some have lectured that media, such as a book, a hallway, a film, or a painting, is interactive media. But in my opinion, the interactive agent in those examples is the human. Just because humans interact does not make everything that humans use interactive. To be INTERactive, two or more systems change another system. In the case of most books, hallways, films, or paintings, changing them is not a use case for which its author had designed. The book (or this post) may change the reader's thoughts. That only means the reader is subject to change, and says nothing about changing the book. Granted, a human can write on the book's pages, rip them out, or make art from them, but that kind of arguing is sophistry. If everything were a work of interactive media, then "interactive" would be a redundant adjective, and the term "media" alone would suffice.















