Originally written in April 2007. Minor edits: March 2010.
Preface
In the past 50 years the digital user-interface has become a major field of cultural production, since the innovations of Douglas Engelbart in the sixties (mouse/keyboard/video-screen) through the personal computer revolution in the eighties to the rise of the World Wide Web in the nineties and the wider trends for social web applications since the turn of the century. Producers of hardware and software systems have been attempting to develop interfaces that will direct the users to produce the interaction desired by the system they represent.
Discussions about interface design have been constantly revolving around the axis of experience and usability, presented sometimes in contradiction and sometimes as complimentary assets of ‘good interface design’. As a tool the success of interface is defined by its ability to generate the desired interaction on behalf of the user and have the user understand and act by the set of rules that the system defined.
It is important to mention though, interfaces have existed for a long time before the personal or the institutional (academy/military) computer. Actually, they have been around longer than culture or man-made tools have. Yet the rapid development and consumption of interfaces have made this an important and influential part of contemporary culture.
Interface is defined as a point of interconnection between two independent systems. This definition sheds a different light on the way we have learned to know the interfaces around us. If the sides interacting through the interface are to be two independent systems, then one would expect interface itself to maintain that balance and not favor one system over the other. This essay would address the question of control and agency embedded within interfaces and attempt to find where is interface situated within the map of power. It would also use several examples and attempt to propose tactical and strategic approaches to act within this conflict.
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