Foreword xi
Preface xvii
Acknowledgments xix
About the Author xxiii
Chapter 1: The Nature of the Beast 1
The Interface 2Throw the Baggage Out 16
Theatre: More than an Interface Metaphor 28
Chapter 2: Dramatic Foundations–Part I: Elements of Qualitative Structure 41
Hoary Poetics 41
The Four Causes, or Why Things Are the Way They Are 49
The Six Elements and Causal Relations among Them 57
Chapter 3: Dramatic Foundations—Part II: Orchestrating Action 79
Whole Actions 79
Dramatic Potential: The “Flying Wedge” 82
Dramatic Anatomy 95
Chapter 4: Dramatic Interactors: Collaboration, Constraints, and Engagement 109
Human-Computer Interaction as Mediated Collaboration 110Constraints 128
Engagement: The First-Person Imperative 139
Chapter 5: Design Heuristics 149
Computer as Medium 149Interface Metaphors: Powers and Limitations 151
The Primacy of Action 156
Designing Character and Thought 163
Understanding Audiences 170
Chapter 6: New Terrain in Interaction Design 177
Methods and Media 177Extending the Geometry of Dramatic Interaction 199
Design for Emergence 207
Design for the Good 215
References 221
Index 231
Brenda Laurel has worked in interactive media since 1976 as a designer, researcher, writer and teacher. She currently serves as an Adjunct Professor of Computer Science and Affiliated Faculty for Games and Playable Media at the University of California, Santa Cruz. Dr. Laurel previously served as Professor and Founding Chair of the graduate program in design at California College of Arts and the Media Design Program at Art Center College of Design. She previously was a distinguished engineer at Sun Microsystems Labs (2005-2006). Based on her research in gender and technology at Interval Research, she co-founded Purple Moon in 1996 to create interactive media for girls. In 1990 she co-founded Telepresence Research, focusing on virtual reality and remote presence. Other employers have included Atari, Activision, and Apple. Her books include The Art of Human-Computer Interface Design (1990), Computers as Theatre, Second Edition (forthcoming 2013), Utopian Entrepreneur (2001), and Design Research: Methods and Perspectives (2004). She earned her BA from Depauw University and her MFA and PhD in theatre from The Ohio State University.
"The future of our interactions with technology will build upon the
foundations provided by Brenda Laurel in this deep,
thought-provoking, and critically important book."
–Don Norman, Nielsen Norman Group; author of Design of Everyday
Things, Revised and Expanded Edition "An extremely timely
update of a secret classic. Brenda Laurel will teach you a powerful
and extremely refreshing way to look anew at things digital and the
creation thereof. If you read the original, hit it again; it makes
even better sense in the twenty-first century!"
–William Gibson, author of Distrust That Particular Flavor and Zero
History "Brenda Laurel's Computers as Theatre was one of the
few truly transformative books to emerge in the heady, early days
of the 'digital revolution,' demanding that we think of the
computer as posing a series of creative problems that might best be
addressed through the lens of the dramatic arts rather than purely
technical problems that remain in the domain of the computer
scientists. In this new edition, she revisits that classic text in
light of her rich and diverse experiences as a designer, educator,
and entrepreneur."
–Henry Jenkins, author of Spreadable Media: Creating Meaning and
Value in a Networked Culture "Read this-it's both scholarly
and fun and runs your own internal models of human-computer
interaction through a series of gymnastics that will loosen and
broaden your thinking about UI issues forever."
–Howard Rheingold, author of The Virtual Community, Smart Mobs, and
Net Smart "This new edition is livelier and cooler than
ever. It is absolutely required reading for anyone interested in
computers and their influence on culture. Thank you, Dr. Laurel,
for a wild ride!"
–Mary Flanagan, inventor, designer, and author of Critical Play
"The revision of this perennial classic is long overdue, and
Laurel's thoughtful revisiting of her influential ideas from more
than two decades ago does not disappoint. Her book bridges the
intellectual heritage of our distant past (Aristotle), our recent
past (Engelbart, Kay, Bushnell), and our present state of affairs
concerning computers, illustrated by colorful, anecdotal
parables."
—Celia Pearce, Associate Professor of Digital Media, Georgia Tech;
author of Communities of Play: Emergent Cultures in Multiplayer
Games and Virtual Worlds "The arts have the power to grab
hold of us, shape our attention and action, and make us feel like
an experience is complete and meaningful. Computers as Theatre,
Second Edition, is the essential guide to integrating that power
into the design of new technologies."
–Noah Wardrip-Fruin, Chair, Digital Arts and New Media, University
of California, Santa Cruz; author of Expressive Processing
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