AVOIDING EXTINCTION by Denise Caruso c. 1998 International Design Magazine Interactive media has hit the design world like a meteor -- which, as the dinosaurs found out, tends to have quite an impact on community life. But the smoke is clearing, evolution has kicked in, and -- judging from the sheer volume of entrants and winners of this year's Interactive Media Design Review -- a new species of interactive designer is learning to thrive in the current ecosystem. The dinosaurs' problem, of course, is that it's hard for them to tell the difference between digital media -- that is, traditional media blasted onto a computer screen -- and true interactive media, which is digital media's ideological opposite. But the new species has already grokked that the interaction itself, not the media, is new media's defining component. At its most basic, interaction design is about communication and persuasion, a combination that tickles our neural networks and convinces us to do something. It is a conversation between designers and audience, where designers have three vital tasks: first, they must create a "place" for the conversation to occur; second, they must overcome human inertia; and third, they must give every audience member real and productive control over their interactive experiences to keep the conversation lively. How do interaction designers use technology to push us out of inertia and into their conversations? Quite simply, they use the portal of user interface -- the connection point where the interaction between people and technology actually takes place. Many years ago, for example, when I sat down to my first Atex terminal -- my first computer -- at my first newspaper job, the experience felt more like a drop-kick than a push. Writing was no longer the simple act of rolling a piece of paper into a typewriter. I no longer had the luxury of just thinking the words and pounding them out on the keyboard. With a computer between me and the keys, I had to think about how it wanted me to write, how its software would receive my keystrokes. To get the results I wanted, I had to learn a whole new lingo of both words and actions: C-prompt. Word-wrap. Command character. Scroll. Cut and paste. Send. Save. Now there's a concept. Until computers, one did not need to "save" words typed on paper, other than by choosing not to light a match to them. Although, in retrospect, these things seem like a small price to pay for the freedom that word processors and computers and the Internet have subsequently provided me, I could feel my brain being reprogrammed and the sensation was not pleasant. In fact, I remember a photo taken of me at that time, slumped in front of the Atex, woebegone and stymied: I had absolutely no idea how to do my job anymore. Yes, I was using a powerful tool and, yes, I learned how to do for myself what legions of typesetters used to get paid union wages for. But my thought patterns had been changed -- for better or worse -- by the decisions made by some software programmer in some fusty cubicle banging away on his keyboard late into the night. This relationship between programmer and user is fundamentally different from design in any other medium. A software interface design doesn't just sit there being its fabulous self, as does a traditional print design. The raison d'être of a software interface is to make us do, not feel. And what we do is actually and literally designed by the programmer. That level of persuasion may not make itself known to most people, but as technology infiltrates culture, it unquestionably shapes our thoughts and actions. For example, who hasn't been "clicked off" by a cranky little kid pointing a TV remote at you? And what graphic designer can't tell -- just by eyeballing it -- whether a picture has been PhotoShopped or Kai-Powertooled? That's the kind of deep, subtle persuasion I'm talking about, the kind that begs the question, "Are you doing the processing, or are you being processed?" This means of persuasion is celebrated in Steven Johnson's book, Interface Culture. Johnson, who co-founded the highly regarded Web magazine Feed, believes that software interfaces are a new medium for human expression, as significant as anything that's gone before them, from cave painting to the novel to television. His experiences with the Web have convinced him that this conversational, art-as-communication medium of the interface is already having a significant effect on society and culture. In Johnson's worldview, hypertext is a grammar for writing and telling stories, and the hypertext link is the first significant new form of punctuation in centuries; similarly, word processors and graphics programs and HTML are deep and profound artistic tools, persuasive in the broadest sense. Where I was feeling manipulated by interface design, Johnson saw it as a metaphor for a new mode of human thought, a filter for us to snap onto the lenses of our brains. But others think of technology and persuasion in much more particular terms. One of the most interesting is B.J. Fogg. Now a "visioneer" at Sun Microsystems, he also teaches a course in Standford's Human-Computer Interaction department. He calls his course Captology, an acronym for Computers as Persuasive Technology. I love this acronym because it makes me think of being captivated -- the very best state of mind that an interactive media designer can inspire. Where Johnson focused on the ambient effects of interface on the way we think and communicate, Fogg pinpoints its more intentional persuasive effects. Fogg's research examines how product designers can methodically use persuasive techniques in everything from airphones to shareware to children's software. At the start, designer must first answer some simple but fundamental questions: Who is going to use this thing? For what purpose? And in what setting are they going to use it? For example, some people might feel comfortable sitting on the couch, browsing the Web with WebTV -- a public space, more public than a desktop PC for sure -- but they may not be as comfortable writing personal e-mail that everyone can see while they're sitting on that couch. And ATMs are public-space devices that can display information we consider extremely private. Which explains why you always see people standing close to ATM screens, glancing nervously over their shoulder. We don't have much choice about using ATMs, but in plenty of circumstances, we aren't happy about it. Other products on the market are doing a better job of using persuasive techniques in their technology products (you can see examples aplenty at www.captology.org). Parappa the Rapper, one of this year's two top award- winners, is a wonderful, lighthearted example of persuading players to bop along with the music and, in the process, learn some rhythm. And, by now, most people have seen news reports about the Baby Think It Over doll, a chip or two and some software buried inside a realistic-looking, rubber "baby." Given to teenagers as a propaganda tool in the fight against unwanted pregnancy, the "baby" reminds them constantly when it needs to be fed, changed, bathed and played with. Then, of course, there's Tamagotchi. Talk about persuasion -- I still shudder to recall the U.S. News and World Report story that I read at the height of the Tamagotchi craze: one father of a couple of fanatics had to return a puppy to the pet store because his girls preferred to "feed" their Tamagotchis. Or visit a video arcade or a casino. The noisy, flashing screen that pitches such a fit as you walk by actually has a name -- it's called "attract mode" -- and its sole purpose is to make you stop and slip a quarter into its slot. Now think about how powerful it would be if we could use such seductive computing techniques to both seduce Web site visitors and keep them coming back. For example, a banner ad that just screams "Click me now! Really, I mean it! Click me now!" -- and doesn't bother to tell me why -- is just eye noise. And, of course, it tips me off that I'm about to be done-to in a way I probably won't like very much. I suspect that if designers trained themselves to look at interactive media with persuasive and seductive design concepts in mind, the world would turn into an idea factory for products that really connect to people and engages them in this new form of conversation. Of course, I would be remiss to encourage the use of such powerful techniques without also acknowledging their dark side. The ethics of persuasion is a deep, scary topic, especially when what we're really talking about is turning the soulless computer into a propaganda machine. We are at the beginning of this curve in lots of ways -- designers don't yet know enough to use persuasive concepts mindfully, and consumers aren't yet wired enough to make them widely useful. But the newbies who are just freshly connected to the online world, especially our parents, grandparents and kids, are much more vulnerable than we are. How could they not be? Technology companies spend billions of dollars to sell us a fundamental belief that computers and the Internet are repositories of the world's knowledge, largely infallible and absolutely indispensable. Because interactive technology is by definition more engaging than other types of media -- that's why they call it interactive -- it has the potential to be the most persuasive. Designers absolutely must come together and figure this out, just like the Web community is doing around the issue of consumer privacy. I have faith -- well placed, I hope -- that this will happen sooner rather than later. And I also have a strong intuition that these concepts and methods, mindfully used, can put interaction design on a fresher, more interesting and much steadier course. Certainly, designers can take some of the mystery out of the evolutionary process. And that means they may be able to avoid the fate of the dinosaurs and at last redirect their energies toward creating interactive media that really work.