Chris Crawford stresses that interactivity is fundamentally a two-way exchange, in which both the user and the system actively listen, think and respond. He defines interactivity as a cyclical process of input, processing and output, and gives as a concrete example the interaction in a conversation and its implications, distinguishing it from passive experiences such as watching television.
A strongly interactive system must give priority to verbs-what the user can do-over nouns or static elements. For example, Crawford criticizes poorly designed software that overwhelms users with visual complexity but offers little meaningful action. To improve user interaction in p5 sketches, one could focus on creating dynamic feedback loops. For example, rather than simply displaying shapes, a sketch should allow users to manipulate them through mouse or voice gestures, with immediate visual and auditory responses. Crawford also highlights the importance of clarity and simplicity: interactive systems should avoid overwhelming users with unnecessary complexity. Applying this principle, a p5 sketch could use intuitive controls, such as drag-and-drop mechanics or touch interactions, to ensure accessibility.
In addition, Crawford’s insistence on designing for the user experience suggests incorporating playful experimentation into sketches, such as allowing users to “paint” with random colors or shapes that evolve based on their inputs. These ideas are in keeping with his core philosophy: interactivity thrives on meaningful participation and responsiveness.