Revolution Lullabye

February 19, 2009

Barthes, The Death of the Author

Barthes, Roland. “The Death of the Author.” In Authorship: From Plato to the Postmodern. Ed. Sean Burke. Edinburgh: Edinburgh UP Ltd., 2000. 125-130.

Barthes argues that it is not the author who speaks in a text, but rather, language itself. The concept of a single (male) author is one rooted in Enlightenment individualism, an idea so powerful that it reduced the text to an explanation and an understanding of the author. Instead, Barthes claims, an author and a text are born simultaneously (126); the former does not give birth to the latter, for the act of writing is not an act of reporting ideas but, rather, a performative act. Writing and texts do not have single, solitary lines of understanding: they are multivoiced and understanding them can only be a process of disentangling the lines, not completely deciphering them or figuring them out (129). The work of assigning meaning to a text, of compiling the voices into some sort of understandable whole, does not belong to the author/writer. It is the duty of the reader. Barthes calls for “the birth of the reader” at the expense of the Author. (130).

Quotable Quotes

“The birth of the reader must be at the cost of the death of the Author” (130).

“A text’s unity lies not in its origin but in its destination” (129) author-reader

“Everything is to be disentangled, nothing deciphered” (129)

“Life never does more than imitate the book, and the book itself is only a tissue of signs, an imitation that is lost, infinitely deferred” (128).

A text is a “multi-dimensional space in which a variety of writings, none of them original, blend and clash” (128)

“Writing is the destruction of every voice, of every point of origin…Writing is that neutral, composite, oblique space where our subject slips away, the negative where all identity is lost, starting with the very identity of the body writing” (125).

“The voice loses its origin, the author enters his own death, writing begins” (125).

Notable Notes

not assigning an ultimate final meaning to a text is to refuse God (and reason, science, and law) – very postmodern (129)

assigning an author limits a text, closes it, allows it to be criticized as an object

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January 10, 2009

Shedroff, Experience Design

Shedroff, Nathan. Experience Design 1. Indianapolis, IN: New Riders Press, 2001.

Experience design seeks out the common elements that make “superior” experiences, those that are successful and memorable. Shedroff includes all experiences in his analysis, both online and off-line, and his goal is to define principles of good experiences so that they can be consciously reproduced. Experiences are contained by their boundaries and usually consist of three major phases: attraction, engagement, and conclusion. The principles Shedroff discovers by evaluating and analyzing superior experiences (those he deems superior) connect to all three of those phases and include attributes like consistency, usability, interactivity, feedback, control, creativity, adaptivity, and community and identity creation. These types of good experiences have developed cognitive models, which is a structure based on how the designer predicts how the audience might understand the information, find meaning in it, and remember it. Shedroff also argues that good design is derived from insight, which is created by thoughtful, contextual structured information, developed along a continuum of information, stretching from pure data (which has no context), to context-driven, organized¬†information, to generalized knowledge, to personalized, non-transmittable wisdom.

Quotable Quotes

“The elements that contribute to superior experiences are knowable and reproducible, which can make them designable” (2).

“[Seduction] has always been a part of design” (8)

“Information is really data transformed into something more valuable by building context around it so that it becomes understandable” (34) and “Information is data put in context with thought given to its organization and presentation” (42).

“The path to wisdom is not even open until we approach understanding with an openness and tolerance for ambiguity” (54).

“The most important aspect of any design is how it is understood in the minds of the audience” (cognitive model) (60).

Notable Notes

Experiences must “compete for the attention of the audience and partcipants” – novelty isn’t enough to keep a person interested for long. Compare with Lanham The Economy of Attention. (4) “Successful digital media are those that offer experiences unique to their medium and complete with traditional media in usefulness and satisfaction” (4)

Look at experiences throughout history to inform the design of present and future things (23)

Important experiences include birth, death, and the takeaway moments – those important experiences that you take away with you as you die as your lasting memories of Earth (rarely have anything to do with modern digital technology)

Information overload is really information anxiety – there is too much information out there as just data, no context or insight to put it into perspective or communication with others (34)

Ways to organize data (only 7) – magnitude, time, numbers, alphabet, category, location, randomness. Many presentation possibilities for the same data (example of the periodic table of the elements.) (66)

There is a need for multiplicity for different learning styles, redundancy, different levels of understanding and meaning (example of Vietnam memorial in DC), navigation routes.

Clear navigation and cognitive models are key in design.

Important design considerations: consistency, usability (learnability and functionality), design must create meaning, interactivity (audience are participants), feedback (audiences know that their participation matters), control (audience has control over experience Рor thinks they do), creativity (people feel valuable, satisfied when asked to be creative), productivity (usefulness), adaptivity (customized, personalized), community membership, authentic identity formation, storytelling, narrative, perspective and point-of-view.

Sensorial design (276) – smell, taste, touch, sound, sight

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