Introduction
Interfaces are part of our wider digital culture; through them we
access online banks, play computer games, and communicate in
social networking arenas. Digital interfaces are cultural artefacts
as much as they are technological ones, and they act as arenas
for communication as much as a means for finding information.
Early interface development tended to focus on task-oriented
work undertaken by professionals using machines. Subsequently,
the field of Human-Computer Interaction (HCI) placed emphasis
on usability and efficiency in studies of interfaces, leading, for
example, to attention to user-centred design approaches. Today,
in addition, interface design must deal with a diversity of media
devices used in a variety of contexts and settings, and with their
cultural significations. As computer graphics have become more
sophisticated in resolution, colour, visual movement, speed, and
responsiveness, so too have the devices become smaller and more
portable, a well-known example being the Apple iPhone.
In many ways we might now say that ‘the interface is on
the move’ (Skjulstad & Morrison, 2005). Through software such
as Adobe Flash and via new operating systems, the interface no
longer moves only in cases of embedded videos or animated
advertising banners. Animation and motion graphics now also
appear as part of the interface itself (Figure 1). As a whole, it is
the interplay of time, space and motion designed as part of the
interface, along with selected and accessed dynamic media and
our own motivated and exploratory use, that realise meaning,
informationally and communicatively (Figure 2). The interface,
Introduction
Interfaces are part of our wider digital culture; through them we
access online banks, play computer games, and communicate in
social networking arenas. Digital interfaces are cultural artefacts
as much as they are technological ones, and they act as arenas
for communication as much as a means for finding information.
Early interface development tended to focus on task-oriented
work undertaken by professionals using machines. Subsequently,
the field of Human-Computer Interaction (HCI) placed emphasis
on usability and efficiency in studies of interfaces, leading, for
example, to attention to user-centred design approaches. Today,
in addition, interface design must deal with a diversity of media
devices used in a variety of contexts and settings, and with their
cultural significations. As computer graphics have become more
sophisticated in resolution, colour, visual movement, speed, and
responsiveness, so too have the devices become smaller and more
portable, a well-known example being the Apple iPhone.
In many ways we might now say that ‘the interface is on
the move’ (Skjulstad & Morrison, 2005). Through software such
as Adobe Flash and via new operating systems, the interface no
longer moves only in cases of embedded videos or animated
advertising banners. Animation and motion graphics now also
appear as part of the interface itself (Figure 1). As a whole, it is
the interplay of time, space and motion designed as part of the
interface, along with selected and accessed dynamic media and
our own motivated and exploratory use, that realise meaning,
informationally and communicatively (Figure 2). The interface,
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