Here is the abstract for my Keynote presentation:
To Study Interaction and Interfaces:
An Approach and Some Findings
It is hard to deny that our artifacts and environments are becoming more and more complex, more and more “alive,” and as a consequence more and more demanding. We have to interact more. There seems to be no retreat or escape from interactivity. Some well-informed critics worry that the proliferation of interactions and interactive things has already gone too far. Their concerns raise many questions. Does interactivity in fact increase? How can we know? What does it really mean to claim that it does? And if indeed it is increasing, what does it mean? And why is this happening? And should something be done? Despite this development there seems to be no precise idea of what interaction is and what being interactive means, beyond a vague notion that it is some kind of interplay, usually optimistically understood as good-natured cooperation.
In this talk I will present the work I have done for many years, together with my colleague Lars-Erik Janlert. As our approach, maybe best described as analytical and philosophical, we have examined properties and qualities of designed artifacts and systems; primarily those properties that are open for manipulation to designers, that is, properties that designers can and do intentionally affect by their design decisions (and thus in principle are possible to control). Rather than taking users and their subjective experiences of the artifacts and systems as the primary target for examination, unfashionable as it may be, we have chosen to be objective in the sense of focusing on the artifacts and systems. Apart from discussing our approach, I will briefly introduce some of our main results consisting of some developed definitions of existing (and some new) concepts, such as, interactivity, interactability, interactiveness. I will end with some comments on what this kind of investigation can tell us about the future by introducing the notions of faceless interaction, interactivity clutter, and interactivity fields.