Interfaces: between Drawing and Design

Authors

  • Francesco Bergamo Dipartimento di Culture del progetto, Università Iuav di Venezia

DOI:

https://doi.org/10.26375/disegno.11.2022.13

Keywords:

interfaces, design, optics, metaphors, transparency

Abstract

This article explores the role of drawing in relation to design, not so much as a specific creative act, capable of informing and representing design ideas, or as a ‘manifestation of the idea’ per se, but rather as a dense and sedimented knowledge that is increasingly relevant for interaction design – and extensively in any design project.
Looking at examples such as video game interfaces and other everyday use artifacts, as well as theoretical reference models for the interaction design community (from Donald Norman’s to Paul Dourish’s, from Anthony Dunne and Fiona Raby’s to Branden Hookway’s, etc.), it is possible to bring out and discuss the centrality of the role of drawing in rethinking strategies of the interaction project, while considering the interface as a specific ‘place’ where not only the mediation between user and designed content takes place, but also that between drawing and design is activated. If windows, mirrors, and lenses can be considered as mediation devices of the visible, interfaces of digital devices can synthesize, make coexist and multiply their functioning and consequences, for example when they are meant to relate collections of data with their possible representations. Furthermore, recent discoveries in other fields, such as chemistry and biology, lead us to rethink together both drawing and design, starting from new epistemological models which extensively rely on the notion of interface.

References

Anderson, S.F. (2017). Technologies of Vision. The War Between Data and Images. Cambridge (MA): The MIT Press.

Arcagni, S. (2018). L’occhio della Macchina. Torino: Einaudi.

Bergamo, F. (2013). Verso un’estetica ecologica per il design dell’interazione. PhD thesis in Sciences of Design. Supervisor prof. D. Rocchesso, co-supervisor prof. A. De Rosa. Università Iuav di Venezia.

Bergamo, F. (2020). In terre sconosciute. Epistemologia, rappresentazione e progetto nell’era delle macchine intelligenti / In Unknown Lands. Epistemology, Representation and Design in the Age of Intelligent Machines. In Vesper, No. 2, 2020, pp. 150-161.

Berger, J. (2005). Berger on Drawing. Cork: Occasional Press.

Bolter, J.D., Gromala, D. (2003). Windows and Mirrors. Interaction design, digital art, and the myth of transparency. Cambridge (MA): The MIT Press.

Bridle, J. (2018). New Dark Age. Technology and The End of The Future. London: Verso.

Buxton, B. (2007). Sketching User Experiences. Getting the Design Right and the Right Design. San Francisco: Morgan Kaufmann.

Campagna, F. (2018). Technic and Magic: The Reconstruction of Reality. New York: Bloomsbury.

Cramer, F., Fuller, M. (2008). Interface. In Fuller, M. (ed.). Software Studies. A Lexicon. Cambridge (MA): The MIT Press.

Daston, L., Galison, P. (2007). Objectivity. New York: Zone Books.

Deleuze, G. (1990). Logic of Sense. New York: Columbia University Press. [First ed. Logique du sens. Paris 1969].

Dufour, D. (2005). Images of Conviction: The Construction of Visual Evidence. Paris: Xavier Barral.

Dourish, P. (2001). Where The Action Is. The Foundations of Embodied Interaction. Cambridge (MA): The MIT Press.

Dunne, D., Raby, F. (2001). Design Noir: The Secret Life of Electronic Objects. Basel: Birkhäuser.

Dunne, D., Raby, F. (2005). Hertzian Tales. Electronic Products, Aesthetic Experience, and Critical Design. 2nd edition. Cambridge (MA): The MIT Press.

Friedberg, A. (2006). The Virtual Window. From Alberti to Microsoft. Cambridge (MA): The MIT Press.

Galloway, A.R. (2012). The Interface Effect. Cambridge: Polity Press.

Gibson, J.J. (1979). The Ecological Approach To Visual Perception. Boston: Houghton Mifflin.

Han, B.C. (2015). The Transparency Society. Stanford: Stanford University Press. [First ed. Transparenzgesellschaft. Berlin 2012].

Hansen, M.B.H. (2004). New Philosophy for New Media. Cambridge (MA): The MIT Press.

Hookway, B. (2014). Interface. Cambridge (MA): The MIT Press.

Kelly, K. (2019). AR Will Spark the Next Big Tech Platform–Call It Mirrorworld. In Wired, December 28, 2019.

Maillet, A. (2004). The Claude Glass. Use and Meaning of the Black Mirror in Western Art. New York: Zone Books.

Manovich, L. (2001). The Language of New Media. Cambridge (MA): The MIT Press.

Marini, S. (2022). Magic. In Vesper, No. 6, 2022, pp. 6-13.

Norman, D. (1998). The Invisible Computer: Why Good Products Can Fail, the Personal Computer is So Complex, and Information Appliances Are the Solution. Cambridge (MA): The MIT Press.

Ray, J. (1984). Le grand nocturne: les cercles de l’épouvante. Brussels: Actes Sud.

Stroll, A. (1988). Surfaces. Minneapolis: University of Minnesota Press.

Tripaldi, L. (2022). Parallel Minds. Discovering the Intelligence of Materials. Falmouth: Urbanomic. [First ed. Menti Parallele. Scoprire l’intelligenza dei materiali. Firenze 2020].

Published

2022-12-31

How to Cite

[1]
F. Bergamo, “Interfaces: between Drawing and Design”, diségno, no. 11, pp. 111–120, Dec. 2022.

Issue

Section

Theories and Methods