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tools and media
tools and media

Games, Soup and Extracts [1]
Fragments of a realtime teaching

Design as a practice has always been connected with the use of media. There has never been a message without a medium. Media are the artefacts of history.

Media are the products of a proces of collaboration between publishers, designers and technicians. They involve art and science, theory and practice.

To make wellmade products asks of the designer to invest his talent, labour, luck and modesty in the relationship with the publisher and the user.

Any generation is tackling old questions. The answers might be different, but the questions remain the same.

To tell a story with type, layout and image might sometimes work better then to tell a story with plain text, but one has to understand the importance of both disciplines. The function of type, layout and image is related to the use of actors, scenes and stagedesign in the theatre and in film. This is part of the creation of an environment.

The most mysterious part of design is 'the interesting'. The interesting is hard to describe, but we know that if something has meaning for us it will also have meaning for others. That is why only the best is good enough, but what is best is dependent on goals and budget.

Media present mixed messages of information and emotion. Which means conscious and unconscious expressions. Media are the representations of the desires and secret longings of the user and they stimulate the imagination. By itself media are empty, they function like templates.

Design creates meanings that are clear and vague at the same time. At its best it creates a look and feel, an atmosphere that serves as a guide for the gaze and the attention.

Styling is the use of a tone of voice that relates to people that live today in the language of today. Which does not mean that a designer should be fashionable or make l'art pour l'art.

The collaboration of the designer and the publisher is a proces of concentration and exploration. The outcomes should leave room for the user to identify himself with the product. 

To be original one has to start with identity. You build up identity within relationships and with yourself by giving unexpected answers.

Design can only be as good as the materials you work with: content, strategy, vision, client, office, user, goals, etcetera.

We are dealing with machines in order to survive in the social arena.

If it is cold outside we have to adapt. Therefore we build environments. They are moderators between humans and the world.

To deal with technology is about communication, not control. We do things and in the proces of doing it we do different things than others did in the past. What others thought of in the past could not be done then. That's why we do it now. By doing things now we discover new things and new ways to do it.

Games, Soup and Extracts [2]
Fragments of a realtime teaching

For the user media are not about developing. For the user media are about publishing.

Publishing is for the publisher and the user a game of creating social relationships. Publishing is a game because, like games, publishing is about goalsetting and rewards.

Publishers need to know what is going on in the mind of the user, because the construction of the relationship is established in the mind of the user, not in the product.

Be exact in formulating the goals, because it tells the user what to do, where to rest, when to go further and this gives him the reward of feeling progress.

Touch might be a goal. Click, scroll, read, look, browse, buy, find, might be a goal. To succeed is the reward.

What is new is that we are creating situations versus building applications.

We are creating new situations by creating new environments for social relationships. You cannot describe this proces from the outside as we are inside the proces.

We are creating new perceptions of reality, because we do not care about reality or virtual reality, as everything is included in the newborn reality of today.

We care about engagement and the quality of interaction: You perform an action and the interface responds. Then you perform another action and are triggered to do another. To trigger curiosity and make people respond is one of the basic paths to engagement. We are a species that like to ask questions, play, find, solve and seek.

We are revising the ways in which we understand ourselves and the environments we inhabit. We need time and exercise to adjust to our new understanding. From body to perception, from perception to adaption and from adaption to mindset.

The image of the world is not the world. The dynamics from your body and your perception create the world.

Creating new roles for technology changes our relationship with technology. Now technology seems like a servant, but soon we have to negociate about our roles as human beings in the systems of technology.

Games, Soup and Extracts [3]
Fragments of a realtime teaching

A game is a selforganising structure, just like society.

Increase insights by ease of use.

If an environment can facilitate multiple users it's function is improved.

Intelligence can only be understood in the context of environment.

Intelligence is employing new strategies, maximising goals, survival and happyness.

People attribute emotions to objects that have behaviour. Emotion = meaning.

Humans are not computers, but they are calculating all the time.

Navigation: The information needed to get a plane on the ground is not in the pilot or in the cockpit, but somewhere in between. The same counts for interactive environments.

Designing an interactive environment is to organise a situation. The trip through an environment is organised through relationships between user and goals.

Different levels of an interactive environment trigger several kinds of emotions and behaviour.

To see and understand the relationship of the user and the structure of the environment you have to organise a density of events.

Designing interactive environments is a matter of making generations: create, test and enhance. The progression lies in the surprise of the user and the publisher. Surprise is the brother of expectation.

To create an environment means to be explicit. Use simple rules, simple elements.

Create an environment that grows, develops and dies.

It is not important to describe the architecture of the environment. It is important to describe the interaction with the user and the environment.

Variations and variables keep the user and the environment alive.

An environment takes shape in a user interface, not necessarily graphic. In fact the graphics are the greatest challenge.

Feel how it is to be inside the environment. Look at it from the inside, not from the outside.

Games, Soup and Extracts [4]
Fragments of a realtime teaching

Do not copy nature. Simulation is always poorer.

An environment is a new nature. You can import things from reality, but you have to play with it.

The more abstract an environment is, the harder it is to understand its meaning.

Each medium has its own qualities. Simulation is a choice between too much and enough information.

The most important attribute of an environment is coherence, which is not the same as realism.

The use of reality depends on the context used.

The environment is an entity. A being build from a number of elements working together.

All you have and all you need is inside of you.

What we need most is an awareness of the role of the others. We are understanding ourselves more and more where and when we see the other more clearly.

Communicate, adapt, evolve. Life is change.

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navigate through an ocean of data
navigate through an ocean of data
huub koch | creating good vibrations

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