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Screen As Room[^1]

Christoph Labacher

  • :link: John Palmer essays
  • “space as model”: spatial qualities (overlapping windows) code/dictate relationships, interactions
  • “subjective and metaphoric properties of rooms”; focusing on the manmade, constructed aspect of rooms rather than static, blank spaces
  • interfaces as children of architecture rather than film — the difference? Agency.
    • choice to move through a space (screens), experience piecemeal at your own discretion
  1. Sense of Agency
    • Le Corbusier’s Promenade: a composed architectural experience considered from various angles
    • Emphasis on the experience of passing through a space
    • “options for possibilities of action” have all been considered, framed, and constructed
  2. Sense of Proportion
    • devs can make a site feel large or small, as architects can make a space feel cozy or spacious
  3. Sense of Protection
    • boundary or enclosure?
    • (im)permeability of that barrier between this “room” and the outside. smaller and easier to work with, but risk not being able to scale (not sure what he means)
    • “Rhetorical boundaries”: implied boundaries
      • how do these manifest in digital spaces?
  4. Base for Customization
    • adaptability and longevity of buildings… in digital space? :thinking: adaptive reuse?
    • “how adaptable … are our interfaces?”
      • the Windows phone example, balancing clarity (grid) with customization (your order)
    • :link: End User Programming
  5. A Shared Space

    Proxemics
    nonverbal communication through the use of space
    Social Presence Theory
    transmission of social cues through various media; indicators of presence e.g. “Online” status, cursor position, etc
    • space as an entire medium for communication (think closing the door when you want privacy)
    • room as Agent! A sense of Place is created through habit, use, and play; the room becomes a player
  6. Shaper of Behavior

    • we swiftly understand the constraints on our actions in a new software or environment; a good dev ensures they feel like logical trains of thought/behavior, not constraints
    Place
    a space permeated by social norms. Highly ritualized.[^2]
    Nudge theory
    spatial order of objects can influence interactions (salad bar at the front of the line)
  7. Purposefully Articulated Space
    • “dev-built” house, software meets needs piecemeal rather than holistically. thus the whole is not harmoniously composed
    • great design can only occur when many questions/problems are neglected in favor of a handful?

      Forced simplicity results in oversimplification. […] Where simplicity cannot work, simpleness results. Blatant simplification means bland architecture. Less is a bore.[^3]

#article

[^1]: “Screen As Room: An Architectural Perspective on User Interfaces,” Christoph Labacher, accessed December 8, 2020, https://www.christophlabacher.com/notes/screen-as-room.

[^2]: David Kolb, “Real Places in Virtual Spaces,” Nordic Journal of Architectural Research, Nordic Association for Architectural research, 19, no. 3 (2006).

[^3]:Robert Venturi, 1966: “Complexity and Contradiction in Architecture” [p. 17]