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Full disclosure: I ♥ Dolce & Gabbana and I am going to be unabashedly biased towards anything that has a D&G tag on it.
Here are a few facts:
- For those of you who have not heard about Dolce & Gabbana, it is one of the biggest (and one of the best IMO) luxury fashion houses of the world and is based in Milan.
- Sony Ericsson has collaborated with D&G and released a limited edition of their phone called Jalou. The name of the phone is derived from a french word jaloux which means jealousy!
- The D&G edition is plated with 24 carat gold and is faded-rose in color. There are other colors but they are do not carry the D&G tag on them.
- The retail price of the phone is $800 and the price of the D&G edition is undisclosed. D&G is known for it’s notriously high pricing especially since it’s a luxury brand.
Since we have been reading some fashion texts and trying to apply that to interaction design, I thought this was a particularly interesting artifact to talk about. We have talked so much about a phone like the iPhone where owning the latest tehcnology is fashion. So I was wondering how does it work when it comes to something like the Jalou. Clearly it cannot be discarded as “advertising” and “branding”. It gets even more interesting when you compare the advertisements of the same phone – one made by Sony Ericsson and the other by D&G.
Thoughts/comments?
Dolce & Gabbana
Sony Ericsson
I came across this video about a relatively new high-tech oriental restaurant located in London. Even though the restaurant is not using multi-touch technology, I think that their interaction is more down-to-earth and useful than the applications shown in the cheesy (and degrading) Microsoft Surface ad (http://www.youtube.com/watch?v=t2R24CfeZoY) . The concept seems to be quite simple: the video is projected on each table by an overhead projector. Customers interact with the application using a touchpad so there is no need for the whole table’s surface to be touchable.
What I found particular interesting is that the designers thought about several ways to customize the customers’ experience such as allowing them to choose the virtual tablecloth and to have each entrée being displayed right unto your dish as opposed of just seeing the pictures on the menu. Additionally, while their waiting for the food, customers can play digital games, get info about tourist places nearby, order a taxi, and even see (via video stream) how the chef is preparing their food.
Also, the interaction seems to be very intuitive: other videos located in the restaurant’s website show first-time costumers and kids interacting with the applications without any problems.
A multi-touch solution would have been quite expensive for a small restaurant so I think that it is really creative how the owners of this particular restaurant explored other alternatives and came out with an interaction that might have even surpassed the success of implementing a much more expensive and sophisticated solution (such as Microsoft Surface).
So, some of you seem interested in semiotic approaches, but also are uncertain as to how to pursue one. For example, Yujia writes in her blog post,
I don’t see how camera angle, depth of the field and montage can be applied to interaction
More generally, Yujia writes that she is not quite sure how to use some of the semiotics readings to do her own. I suspect that she is not alone in this, and so what I want to do in this post is maybe shed some light on how you can use those papers as models for your own thinking. I’ll start with Yujia’s point about some of the film theory.
Those aspects of film she mentions all have an effect on the way (or style with which) reality is presented. A low camera angle (looking up at the actor) magnifies the actor, making her or him look bigger, more imposing; a high camera angle likewise diminishes the actor. Thus, decisions like that establish a relationship between the audience and the actor–of superiority or inferiority, in the case of vertical camera angle.
How do interactions present reality? How do they structure users’ relationships with their reality? What paradigmatic alternatives could have been chosen that were not? (Example: every shot of an actor must have a camera angle; there is no such thing as no camera angle at all. But among all the possible camera angles–close, far, low, high, etc.–that could have been chosen, why was that one chosen for that shot?)
Notice what I am doing here. I am not trying to directly apply a concept from film semiotics to interaction in a literal way (though I would say that you can apply some film theory directly to interaction in the case of cinematic interactions, e.g., contemporary video games). Instead, what I am doing is asking, “what does this semiotic theory actually do for film?” Then I ask, “what could fill the same kind of role for interaction”? Thus, instead of trying to apply camera angle or depth of field to interaction, instead I ask, “given that camera angle and depth of field get at issues of ways that cinema presents reality in certain ways to viewers, how do interactions present reality to users, and what are the techniques and options interaction designers use to present reality in certain ways?”
We can apply a similar approach to other readings.
Let’s look at Entwistle’s power dressing paper, which looks at ways that clothes are enmeshed in discourses that construct subject-positions for people who wear them. If a woman wears a feminine uniform, she is constructed as a “laborer” with no upward mobility. If she wears a power suit, she is constructed as a “professional” and even an “entrepreneur.” (We talked about this in class last week.)
How might that apply to interaction? Well, what are the ways that interactions construct subject-positions for people to inhabit? Example: OneStart and Oncourse look different for students and faculty. What views, data sets, and operators are available to faculty but not students? And vice-versa? How are these two types of users constructed as subjects by the system? To what extent do these discursive constructions align with the empirical reality/needs of actual users (to rephrase: what is the difference between Oncourse users-as-addressees and Oncourse users-as-recipients)?
Another example.
In the resume cover letter example we talked about weeks ago, the phatic relationship between addresser and addressee was one of polite, formal submission. The addressee was constructed in a position of power–to decide who gets a valuable resource (the job)–and the addresser is constructed as a candidate seeking both the job itself, and more immediately, the approval and interest of the addressee. The point here is that the cover letter establishes a phatic relationship between addresser and addressee that is inscribed with a power relation.
Can you think of a software application that just by using it puts people in phatic power relations? I can imagine, for example, project management software differentially empowers managers and employees. I can imagine even a calendar application in which some types/classes of users publicly post their entire calendars for all colleagues to see, while other classes of users do not, and the latter class signs themselves up for meetings with those whose calendars are always available. There is a surveillance aspect to such calendars, and while one person (the latter) is always able to take the action of signing up to meet the other (the former, whose calendar is always posted online), the former cannot sign up to meet with the latter, because the latter’s calendar is not available to view!
So these are some examples I just made up. The point is that I encourage you to abstract a little from your readings in order to apply them to interaction; don’t try to apply them directly. Instead, ask the question, what does the semiotic approach get for a film/fashion critic, and then seek to get that same thing for yourself for an interaction.
I’m trying to choose an appropriate amount of interaction to choose for the paper. I think I want to work with something from the New Super Mario Bros for Wii since I’ve been playing it so much as it is, but I’m not sure what part of the interaction to talk about. I like the idea of tackling the difference between playing with one player and two players or comparing the interaction to a much older version of the Super Mario Bros saga (Super Mario 1 or 3 for NES). I’m not sure if such a comparison is appropriate or if that is tackling too much.
I’m also concerned about what part of the interaction to take on. Do I look at a level or maybe a world? Or do I focus on something really small like using what James terms the “whirly-bird helmets”?

"Whirly-bird helmet"
My back up to this choice is working with text messaging on an iPhone.
I keep playing around with this in my head and I can’t come to anything but the conclusion that the unit of analysis for a sequence in interaction design is always dependent on the interaction and that dependency is because something is inherently important about each artifact and their functions differ. Or maybe it’s based on function? Can two artifacts that do the same thing have the same unit of measure in a sequence analysis? Or is it based on the sequence chosen that the unit of analysis? Would it be better to set the units of measure before even considering an artifact or would that miss the point?
Thanks Yujia for finding the link in her last post. Today, when I was reminded of task analysis(TA) by sequence analysis(SA), I knew there are some similarities, but also some difference, but I could not articulate at that time. This paragraph from Jeff’s post helps me think,
“But whereas task analysis if often used as a means to measure efficiency to ascertain usability, sequence analysis in film is used to gain insight into the objective basis of a subjective phenomenon: the experience of a film.”
Here is a definition of task analysis from Dan Saffer’s book, Designing for Interaction,
“A task analysis is a raw list of activities that the final design will have to support.”
“[it] is especially useful later in the design process as a check to see whether the design supports all the tasks required. … the designer can make sure the design meets all the requirements.”
From Jeff’s analysis about the SA, I got the sense that it is to make the invisible visible, and the unconscious conscious by seeing the break down of a sequence from the film, and find out and analyze what exactly shape the experience. While TA is about logic, exploring all possibilities of an interaction. The purposes are different.
However if going further, by laying the two out, I can see the possible connection here. If TA could also be used to analyze the sequence of interaction, instead of just examining whether something is missing, but also exposing the elements that consist of the design, we could also make the invisible visible, in terms of finding out how they affect the user experience. Any thoughts?
Ha, it seems that I should explore Jeff’s old posts as supplementary class readings.
I was on the bus and thought about iPhone keyboard. I don’t have an iPhone, but I have several experiences using the iPhone soft-keyboard. Compared to the physical keyboard, one difference I suppose is every time when you input you have to look at the soft-keyboard, while you don’t have to do after a while using the physical one. Does that mean the iPhone keyboard is always present-to-hand, since it always causes your attention when inputting?
My phenomenology account of critique is on this concept design called 10/GUI, reinvent desktop human-computer interaction design.
I found it interesting that there are already many critiques going on in the comment area, and someone even wrote a post to exclusively critique this concept. I think it would be better to write my own before taking a look at others’ critiques, which will be an interesting read.
This video contains both the design and design rationale. So I guess I am going to critique both, but focused on the design. I have so much to say about this proposed new interaction, but I feel I am not there yet. Just post this as a place holder and will come back later.
Here are the clusters I came up from watching the interaction and reading one of the comments regarding to the video. I am not sure if they are good clusters or not. You don’t have to look at the video to tell me that, so here they are,
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with ten fingers rest on the pad, the design let me think of playing piano, and I did feel a sense of freedom of operation
- but with further examination, I found this design asks a high requirement for the hand/fingers (branches listed below)
- full use of fingers, I cannot as eating as operating for some tasks (ignore the accessibility issue)
- the fingers have to be clean and dry, but my hands (and the commentator’s) are most of the time sweaty, so worried about the pointer “jump” issue
- it could not meet the gamer’s need,
- it is good at general target but bad at small/precise target
- since ten fingers are on the pad, there could possibly be unexpected use (i.e. different finger position, finger joints touch…).
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Instead of free, the design restrict the hands (explain)
when use a mouse, the hands stay separate, the design throw the mouse away but also sacrifice the hands position. It bring two hands together in a restricted manner(and it doesn’t have to be that way), to feel naturally, I see “break” the pad while still keep the function would be a better choice.
These are some of the first clusters, and I have some more clusters regarding to the software solution. I know it is too much for now, but there must be some that are not good clusters,


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