Articles:
- Physical Computing’s Greatest hits and misses
- Making Interactive Art: Set the Stage, Then Shut Up and Listen
In Tigoe’s two articles, he explores the ways in which artists can find inspiration from the work of others, offering both insights and reassurance about the process of building on existing ideas. A particularly compelling aspect of these articles is how Tigoe illustrates the concept of ‘copying’ among artists—not as mere replication but as transformation. He shows that while artists may draw from each other’s work, they often create something entirely new and unique, reshaping the borrowed elements into original expressions. This idea aligns with the well-known notion that artists often remix various sources, juxtaposing them to create fresh, unique works. In interactive art, this approach can ease the burden of starting from scratch, which can be overwhelming and anxiety-inducing. Without inspiration from existing works, artists may struggle to bring their ideas to life fully—unless they are among the rare few who don’t rely on external inspiration at all.
Tigoe discusses various interactive pieces that appear to share certain traits but yield vastly different experiences for the audience, such as ‘Video Mirrors’ and ‘Body and Hand Cursors’. One of my favorite examples is the gloves that produce music when tapped on a surface. This design is not only interactive but fun and highly engaging, embodying the playful spirit of interactive art.
One critical reflection I have is about Tigoe’s reference to the “Scooby Doo painting” example, where he highlights a common mistake among designers: confusing presence with attention. He states, “Presence is easy to sense… but it’s harder to tell whether someone’s paying attention.” I think that in cases where artwork detects a person’s presence and responds by moving, it naturally draws the viewer’s attention, fostering interaction. For instance, in a crowded space, artwork that moves autonomously could spark collective interest, showing how even unintended effects can enhance user experience.
This concept connects with Tigoe’s advice in the second article about avoiding interference with a finished product while users engage with it. I wholeheartedly agree with this perspective, and I believe it’s an essential practice to adopt in designing interactive experiences. Even if I don’t incorporate this approach all the time, it’s a valuable insight I’ll certainly keep in mind.