Tom Igoe’s Making Interactive Art: Set the Stage, Then Shut Up and Listen made me think differently about what it really means to create something interactive. I liked how straightforward and almost blunt his advice was; don’t interpret your own work. That simple statement hit harder than I expected. I’ve noticed how easy it is to over-explain a project, especially when you’ve spent so much time building it. You want people to “get it,” so you tell them what it means, how to use it, and what to feel. But Igoe’s point is that doing that takes away the audience’s role completely. It turns interaction into instruction. That idea made me reflect on my own creative habits, especially how often I try to control an outcome rather than trust that people will find their own meaning through what I make.
I like how he compares interactive art to directing actors. A good director doesn’t feed emotions line by line; they set up the environment and let the actor discover the truth of the scene themselves. In the same way, an artist should set up a space or a system that invites exploration without dictating what’s supposed to happen. Igoe’s line about how the audience “completes the work” stayed with me because it reframes what success means in interactive art. It’s not about whether people interpret your piece exactly as you intended; it’s about whether they engage, react, and create their own story inside it. I think that takes a certain amount of humility and patience as an artist. You have to build something that’s open enough to allow surprise, even misunderstanding, and see that as part of the process instead of a failure.





