INTRODUCTION - LOOK AHEAD

schedule: April 19, 11:30-11:40

The NUMER conference opens yet again on a rich and stimulating program. Its rationale is still the same: the purpose is not to present or promote the individual work of the distinguished creators and researchers attending, but rather to tie in various complementary points of view so as to establish the foundations of a theory — but of a theory of practice. We wish to untangle the cluster of fundamental questions that spring daily as we exert our trade:

o What are the values?
o How to produce worthwile interaction design?
o How to teach it?
o How to demystify our practice in the eyes of the public?

This year, we are taking up the future: what can we say about our discipline that will still hold five or ten years from now? Thus, we are trying to identify the deep logic of interaction design by scanning the mirror of the future for traces of our present — avoiding in the process circumstancial issues (net economy, bandwith, etc.) that we that we find les productive.

 



CLOSING - NUMER ACTIONS

schedule: April 21, 20:10-20:30

We have defined a program of actions that will allow us to further in time the discussions intitiated in the sessions, to feed them from a broader field of experience, and to circulate our conclusions through an international network. We wish to consolidate interests and energies around this project and we invite the attendants to become members of NUMER.

Moreover, we must also consider numer.03: looking back on numer.02, what kind of conference format should we go for? When is it most likely to happen?

 





THE CONFERENCE SESSIONS ARE AT THE HEART OF NUMER.02. IT IS A PLACE FOR WORDS, INVENTION, AND COMMUNICATION. IT IS THE CROSSROADS OF THEORY AND PRACTICE. IT IS THE SHARING GROUNDS OF EXPERIENCES, QUESTIONS AND INSIGHTS.

 





PROCESS AND ADEQUACY

schedule: April 19, 11:40-18:00

presentation :

Multimedia production teams are faced daily with recurrent questions:

o Discussions about design issues reveal a lack of bearings when it comes to word out appreciation — it is the stake of adequacy: what is good and what is not? Why? And of course, rules are made to be broken.

o How is work distributed? Who is responsible for interactivity in the team? Is collective design a utopia?

o What feedback do we get? Is it educated? Relevant? What do we like to hear: It's beautiful? It’s effective? It’s new? When can we talk of commercial succes?

o How will this in the future? Are we building on solid grounds? Or are we breed that flourishes at the digital frontier, fleeing stability instead of seeking it?

The conference opens naturally with these questions which are at the very origin of NUMER.

Contributors
Pierre Lavoie [moderator]
Joëlle Bitton [Processus de création]
Stewart Butterfield [The Poverty of the Navigational Metaphor]
Valerie Casey [Factors in User-centered Design]
Jean-Sébastien Colson [L'agence interactive: un exercice d'équilibriste entre créativité et productivité]
Arnaud Mercier [Principes d'adéquation pour le web design]
Jane Moran [Engagement in Interactive Media ]
Maurizio Poletto [Design Systems / Stolen design]


BEYOND THE SCREEN

schedule: April 21, 18:00-20:00

presentation :

Interaction, in the use we make of this word here today, relates entirely to the realm of the computer. But almost any physical object is interactive, and many of them offer a much richer experience for senses and gestures than the traditional appendages of the computer: mouse, keyboard, display, speakers or headphones — sometimes the microphone, the joystick, the stylus. There is still a lot to do with these existing means but the feeling is rapidly spreading that the computer, in its current form, constrains the scope of interaction design more than it should.

The answer, most probably, doesn’t lie towards the dematerialization of the machine itself but, rather, through making it more friendly, more mobile, less heavy, more sensitive and more adaptable. Could the gap between virtuality and materiality be replaced a continuous, bipolar axis? This insight seems to emerge as such from the hybridation space between industrial design and interaction design — talks of digital design can be overheard...

The perspectives for the future, in this field, seem infinite — and bring about a few questions. How will the traditional crafts of interaction apply to these new issues? What new usages will be spawned by these new objects? Also, will not the growing infiltration of the computer in our daily life contribute to our further disembodiment?

Contributors
Vincent Puig [moderator]
Yacine Ait Kaci &
Naziha Mestaoui [Electronic Shadow et la création hybride]
Regine Halter &
Dorothée Schiesser [Présentation du projet de recherche Shoplab]
Katherine Moriwaki &
Sabine Seymour [The Epidermic Interface: New Directions in Wearable Technology and Fashion]

CREATIVITY AND FORMALIZATION

schedule: April 20, 11:30-18:00

presentation :

Interactivity is the place of complexity. With the advent of computers, for the first time in the history of mankind we can wield processes that resemble those of nervous systems. Now, it so happens that our own cognitive capacities are nervous-system-based, and it is precisely when the limits of these capacities are felt that one gets to speak — from a very subjective standpoint — of complexity.

Computer based objects can be very complex, hence the necessity to unwind their various components, to flatten them in verifiable and communicable ways so as to formalize their structure and, foremost, their dynamics. Computer programming is the most usual formalization of interactive processes, but it is not the only one.

Can this necessary rigour be compatible with the spontaneity and plasticity which are at stake in creation? Is a programmer inspired? Is she or he an artist? Does one have to be a programmer to master the complexity of combinatorial interaction?

Finally, complexity is not merely a constraint: it is a means to simulate life, to create an animated cosmogony, or to invent new organic behaviours even. But how can we undertake these issues? With what tools? How to share them between the various trades involved in interaction? How to teach them? And, once we have mastered an even broader range of cognitive complexity that will even allow us to tame natural languages, to put the story-teller — rather than the story — in the computer, will we still speak of design? of creativity?

Contributors
Jean-Pierre Balpe [moderator]
Jean-Jacques Birgé [Musique en jeu]
Ed Burton [Creative Play – Interactivity, Creativity and Learning]
Andy Cameron [Designing for Playful Media]
Ben Fry &
Casey Reas [Proce55ing - an Environment for Programming Images, Movement, and Interaction]
Ulf Harr [The Quest for Self-explanatory Interfaces]
Olivier Koechlin [La matière numérique]
Golan Levin [Audiovisual Performance and Computational Design]
Mark Meadows [The Dynamics of Interaction: Narrative as Interface]


SPATIALITY

schedule: April 20, 18:10-20:00

presentation :

The temptation of 3-D, as one could call it, has touched interaction design a while ago — as illustrated by the works of Muriel Cooper at MIT around 1995, or, earlier still, the data visualization experiences from XEROX PARC.

This approach is aesthetically attractive and well in tune with the technological context, but what sets many designers dreaming is the hope to simplify the manipulation of complex information structures through the use of the spatial metaphor. In particular, there were many attempts to transpose graphically a set of interrelated terms-concepts in virtual space, with the purpose of unravelling visually all dimensions of a network of semantic binds. 3-D layouts are also frequently used to add a degree of freedom to the act of navigating within a given corpus.

And thus, we all had many opportunities to see and experience interactive 3-D representations. What can we say about this approach today? Can we measure its efficiency as a design strategy? Doesn't it often demonstrate a preference for aesthetics over function?

However, although many 3D interfaces only achieve unproductive playfulness, it is clear that spatiality can usefully simplify access to complexity. Let us not forget that 3-D rendering technologies are becoming more and more common while they offer many technical advantages compared to traditional visualization methods.

Contributors
Pierre di Sciullo [Moderator]
Peter Cho [Typography in Dimensional Digital Environments]
Etienne Mineur [Esthétiques spatiales]
Carsten Wierwille [3D Information Spaces : Fun or Function?]


CULTURE AND CRITIC

schedule: April 21, 11:30-18:00

presentation :

Computer representation compares to nothing we have known before. It is intrinsically different from any historical support for writing: it transforms itself, it unravels in time. We've known for forty years that this new type of representation calls for a new way of writing. We realize today that we will also have to reconsider the way we articulate our ideas because our traditional thinking schemes are not adapted to this new realm of possibilities. By this token, the end of the XXth century will mark the end of pre-digital history — just like the advent of writing marked, 5000 years ago, the end of prehistory.

We are thus at the dawn of a cultural mutation that will re-orient definitively the evolution of our civilizations. Is it so surprising to find that the public and the professionals, both creators and critics, all demonstrate a conspicuous poverty of judgement when faced with the first products of this new culture? Given the lack of perspective, how could it be otherwise?

Therefore, we must accept this state of things with philosophy — but not necessarily with resignation. First, it is imperative to define the foundations for an adequate teaching framework, allowing for youth to better learn the new trades, and at the same time to take over the lead of exploration from the grasp of their elders, simmering in the remnants of our romantic culture. We also have to lay down analytical bearings so as to appreciate productions indepently from the shortcomings of markets, clients, and consumers. Finally, it is necessary to expose the public to the process of design if we want to educate its judgement.

Contributors
Sally Jane Norman [moderator]
Steve Cannon [A Critical Theory of Interactive Design]
David Carson [Graphic Design After the End of Print]
Jean-Louis Fréchin [Culture interactive et formation]
Erkki Huhtamo [Archaeologies of Interaction Design]
Malcom McCullough [Building Cultures of Digital Craft]
François Naudé [Cross-Cultural Communication and Interaction]
Holger Pfeifle &
Christian Weisser [On Social Relevance of Creative Means and Approach]
Minna Tarkka [Representing the User: Strategies and Tactics]


INTERACTIVE CINEMA

schedule: April 19, 18:00-20:30

presentation :

For a few years now, interaction has become a stake in the audiovisual world. A few poorly designed demonstrations — choosing the end of a movie, for example — haven't turned us off from the relevance of the question. We know that sooner or later Hollywood and the whole industry of narrative entertainement will integrate interaction. What will happen of the scriptwriter, whose craft is totally dedicated to the dynamics of storytelling? How to wile an interactive story while still controlling suspense, anticipation, acceleration, climax and punch line? Who, in the end, will be telling the story — the author or the user? Is it out of cleverness or laziness that so much freedom if surrendered to the latter? Video games already reveal a new range of possibilities that would have been unimaginable not long ago, but can the film-maker express himself in that field? How does the story dissolve into the game? Finally, how can we consider putting these story-telling techniques to use for educational or documentary purposes?

However, we can imagine various forms of interactive cinema, which makes the issue a bit more complex: variation of the points of view, identification to a character, interactive unfolding, game master, etc. The use of generativity — as opposed to precalculated sequences — is also a determining factor. Finally, given the relatively heavy resources required by this type of production, tools and technologies should also be considered.

Contributors
Xavier Boissarie [Le temps du jeu, un récit au singulier]
Luc Courchesne [La construction de l'expérience]
Chris Hales [Why Bother With Interactive Movies?]
Michael Naimark [Presenting Place: Some Projects and Experiments]