R2: What Screens Want



Discussion Questions

  1. What is the thesis of this article?
  2. Where do you stand with the two ideological camps: flat and skeuo?
  3. What is a zoopraxiscope and how does it relate to web and interaction design? Find another example from filmmaking or another medium that has inspired digital design.

Answers

1. What is the thesis of this article?

The thesis of Frank Chimero's article "What Screens Want" revolves around the exploration of the unique characteristics of screens in the context of design. Chimero delves into the idea that screens, as a medium, have their own inherent properties, or "grain," which designers should comprehend to create effective screen-based designs. He argues that screens are not passive canvases but rather active agents that influence the way we interact with digital content. The central theme is the concept of "flux," which encapsulates the capacity for change inherent in screens. Chimero suggests that screens demand a focus on managing change, movement, and adaptation in design. The overarching message is that understanding the fundamental nature of screens and their potential for change is essential for designers to create meaningful and user-centric digital experiences. In essence, the article challenges designers to rethink their approach to technology and design by acknowledging the dynamic nature of screens.

2. Where do you stand with the two ideological camps: flat and skeuo?

Between the ideological camps of Skeuo and Flat. I lean towards the ideological camp of skeuomorphism in design. Skeuomorphism is the usage of real-world elements and textures in digital interfaces resulting in family and intuitive visual cues for users. The first reason I lean towards skeuomorphism is user familiarity, having reference to the user’s existing knowledge and experience from the real world assists users in understanding and interacting with digital interfaces. The second reason is skeuomorphic design can increase the clarity by making elements of the interface resemble physical world counterparts. Also, the resemblance can help users identify the purpose and functionality of various elements leading to intuitive interactions. The third reason is skeuomorphic design can help emphasize the identity and value of brands and/or products. Skeuomorphic design can convey craftsmanship, quality and trustworthiness in fields where tactile and physical qualities are important. The fourth reason is skeuomorphic design can lead to an emotional response. Lastly, having tactile and visual cues assist in the experience and interaction can benefit users with certain disabilities.

3. What is a zoopraxiscope and how does it relate to web and interaction design? Find another example from filmmaking or another medium that has inspired digital design.

A zoopraxiscope is an early animation device used in the 19th century to create the illusion of motion by displaying a sequence of images in rapid succession. Frank Chimero relates the zoopraxiscope to web and interaction design by drawing a historical connection between early animation experiments and the development of screens as a medium for interaction. Chimero suggests that the zoopraxiscope represents one of the origins of screens because it involved projecting moving images onto a surface. This historical connection highlights the fundamental role of motion and change in designing for screens. Screens, whether for film or digital interfaces, are inherently tied to the presentation of dynamic content and the management of movement. Another example from filmmaking that has inspired digital design is the concept of keyframes in animation. Keyframes are specific points in time where the properties of an object or element are defined, and they serve as reference points for creating smooth transitions and movements in digital interfaces. Designers use keyframes to specify how elements change over time, creating animations that enhance user experience and convey information effectively. In essence, both the zoopraxiscope and keyframes demonstrate the importance of motion and change as foundational elements in screen-based design, whether in historical animation or modern digital interfaces.