Revisiting the ghost’s shell: the possessor and the puppeteer

Previously, we touched on the affordances of a game controller (and a game’s control scheme) as an extension of the body. And we examined the process of getting into a game proprioceptively, in some depth: this is a mediation of two interfaces, the body–controller interface, and the controller–game interface. Successful proprioception involves compounding the two interfaces into one, such that bodily movements get mapped directly to on-screen outcomes. For example, instead of subconsciously thinking “right index finger presses trigger, trigger causes main weapon to fire”, the mapping becomes “right finger ? main weapon fire”, so that one is soon able to fire the main weapon without grappling consciously with the controller interface.

This calls to mind a sporting analogy: to make the racket/stick/sporting-instrument “an extension of your body”. This certainly is not an overnight process. One starts out getting used to the various sensations, of catching a ball at the wrong part of the swing, of angling the racket in various positions, of reaching with the racket while mid-stride, … then one starts compiling an experiential library of various scenarios—overhead balls, flat shots, smashes, and so on. (These stages often do not separate cleanly, but we can think of them as separate processes.) What follows then is a conscious analysis of one’s technique, thinking about rational responses to each situation, and then training the body to respond to these situations subconsciously. We can say this is a mapping of proprioceptive responses to sensed scenarios.

It readily follows, then, that each game has its own set of strategies, which calls for its own set of mappings. A response–scenario mapping that works for squash would not work for tennis or badminton. And it is a ready leap from this analogy to video gaming: different mappings for different games.

But there is a key difference here. The sportsman has “direct access” to his sporting weapon, while the videogamer’s experience is mediated through his perception of his avatar. How exactly does that work? How does a video gamer come to make their avatar “an extension of their body”? Continue reading Revisiting the ghost’s shell: the possessor and the puppeteer

2015 thawing

I’ve had a nice long break from writing now, and would very much like to get back into it. It’s almost shameful to think that in the past ten months I’ve only written two études, less than a thousand words in total, but rather dense, layered writing, which I found a delightful challenge. But the mind needs other things to scratch its itch.

The truth is, that after Readmill’s demise I haven’t found any suitable replacement for my notetaking yet. What Readmill provided was not only a place to highlight and annotate, but to have conversations with other readers on those highlights and annotations, and that sparked a lot of the writing that followed at the end of 2013. Twingl, a browser extension for highlighting and annotating the web, was also invaluable at that stage for helping make connections, especially more so when they had Readmill integration. But now most of my reading takes place in iBooks and Pocket, and the friction of syncing and exporting my notes from service to service, coupled with the lack of a notetaking service that enables note-linking, dampens the whole otherwise-delightful experience of building idea-webs in the mind.

Regardless, I will do my best to write what I can, and look forward to the better integration of various reading, highlighting, and notetaking services.

Some things that I have been up to since the last post:

  1. I’ve upgraded WordPress, updated the theme to Twenty Fifteen, removed most of my customisations. I am increasingly finding the work of customising and shaping my blog to be a tedium, even as I find it more and more important. but I’ve decided to focus these shaping efforts on narrative rather than design, and you will (hopefully soon) see that I’ve directed my writing toward a few consistent narrative themes.
  2. I’ve activated Markdown support for comments and posts, and have ported my posts mostly to Markdown as well. An unillustrious writing history enabled me to complete this in an afternoon.
  3. I’ve been gaming as always, and have a couple more insights that I hope to integrate into my revisiting the ghost’s shell narrative.
  4. I bought a 3D printer, a printrbot Simple Metal, and it has made me revisit quite a few ideas, particularly Bruce Sterling’s ideas on futurism. Maybe another narrative theme on this sometime in the future.

If all goes well, I should have the next post out this weekend. See you then.

Étude #2

On the NoPhone.


(351 words)

The hallmark of great user experience is not a presence, but an absence—of anxiety. Anxiety is a mark of sub-optimal micro-interactions; with things, with people, with environments. How could I have done it better?

An enlightened mind faces a different anxiety, a mark of sub-optimal choice of micro-interactions; with things, with people, with environments. What could I have done instead?

Is it okay to use my information-device when I could be talking to a fellow complex sentient? Is it okay to talk to a fellow sentient when the occasion is blessed with great weather and that rare breeze, the fruits of a complex space-ball of mass-energy hurtling through space? Is it okay to be enjoying the sensuous fruits of said space ball when my complex information device, by my instruction, is trying to get my attention with something that could be urgent?

Our weapon against anxiety is irony. Irony defuses our self-expectations, shorts the circuits that process this complexity. Turns a complex sentient into a stereotype, a complex space-ball into a nostalgic image, a complex information device into mere moulded plastic. A NoPerson, a NoEarth, a NoPhone. A NoThing cannot feel envy, or engender jealousy.

But juxtaposed faces cannot be highlighted only on one side. As irony slaps the cheek of our sub-optimal choices, we unwittingly turn the other cheek, raising our unexamined envy for sacrifice.

Our weapon against irony is empathy. Where irony seeks to compress and summarise, empathy seeks to experience and individualise. Envy is arrested, stopped dead in its tracks by complexity, by the full magnitude of unanxious engagement with information-devices, with sentients, with space-balls.

Let us cling to our NoPhones, NoPersons, and NoEarths for those moments when the cross of empathy wears us thin. And when our souls, recharged from the great inexhaustible source of life, are filled again with the fire of vocation, let us leave our NoThings to bear our enlightened anxieties, the NoPerson interacting anxiously with the NoPhone to gather more information on the NoEarth, and be free. To engage fully in our interactions, and to let others be engaged fully in theirs.

Étude #1

An attempt at an étude—short but dense writing—as introduced by Venkatesh Rao on ribbonfarm. It didn’t start off as one; it was supposed to be a short Facebook post, but after some typing, grew into this. (It ended up being posted on Facebook anyway.)


(305 words)

The “digital native” is a fallacy.

There are people who are curious about product features, people who are creative in the way they use digital tools, people who are clear about what they want and need a tool designed exactly for that, people who are insanely flexible in their workflows, people who are insanely rigid in their workflows, …

But there are no digital natives. No one speaks binary as a mother tongue. No one was born in the digital ether. No one is wired for the digital ether.

Our experience of digital information is mediated by architects, programmers, and designers, of information systems and interfaces. Even text-based command interfaces are a challenge in design: lexical and grammatical.

Our social interactions are also mediated by ritual interfaces. The greeting. The introduction. The handshake. The smalltalk dance. The shared-with-public announcement. The friends-only personal celebration. Calling a friend’s name to ping their information stream. Social networks are not a digital thing, but we now have digital interfaces for them.

There are complex interfaces, and there are simple interfaces. There are fixed interfaces, and there are contextual interfaces. There are strict interfaces, and forgiving interfaces. Each unfamiliar interface has to be learnt anew, lest we commit ritual faux pas and are reprimanded to our inter-faces. The socially able are proficient at reading social interfaces. The digitally able are proficient at reading digital interfaces. There is nothing “native” about it; our grammatical skills are native, but the way we apply them to various interfaces are not.

So give the non-native a break. No one is supposed to be native at these things. It’s why we have “etiquette” courses. “Computer” courses are the same thing in different guise.

Be a gracious interface. Learn to make gracious interfaces, learn to teach gracious interfacing. Because none of us are natives at this.

Revisiting the ghost’s shell: movement maps and the gameplay tell

In a brief rant on the future of interaction design, Bret Victor talks about human capabilities. Specifically, the capabilities of human hands.

We live in a three-dimensional world. Our hands are designed for moving and rotating objects in three dimensions, for picking up objects and placing them over, under, beside, and inside each other. No creature on earth has a dexterity that compares to ours.
— Bret Victor, A Brief Rant on the Future of Interaction Design

If you’ve been following this series of posts, you know where this is headed. Aside from recent developments in VR, thus far almost all game controllers released to this date have relied on hands.

On Bret’s recommendation, I picked up John Napier’s book on hands. It is a comprehensive book comparing capabilities of different hands, particularly differences between those of humans and other primates. It’s guaranteed to change the way you look at your hands.

It also changed the way I look at controllers. Particularly, the way controllers change the way we play games. I’m not going to open up the can of keyboard-and-mouse–vs–controller-debate here, because frankly that’s just not very interesting to talk about. Here’s a more interesting question: how does your game controller change the way you play a game? Here’s another interesting question: what does this change look like? Continue reading Revisiting the ghost’s shell: movement maps and the gameplay tell

Revisiting the ghost’s shell: proprioception in gaming

[Featured image from PS4Fans.net]

Anyone who has played a local-multiplayer game (multiple players sharing one screen) knows how messy the initial conditioning is. You wiggle your controller’s thumbstick, press a few buttons, determine which of the viewports shown is your own (if split-screen first-person) or which of the on-screen characters running around is yours (if third-person). And even then, at some point in the game massive explosions happen, or you need a toilet break, and when you’re finally back with full attention you have to re-spot your character all over again.

This can get really messy with games like Assault Android Cactus. It is not uncommon to mix up another player’s character for your own, especially when there is lots of on-screen movement.

Assault Android Cactus [Comicbuzz]
Assault Android Cactus [Comicbuzz]

There are even games that exploit this difficulty of matching intention to movement—proprioception in medical parlance. The player who recognises his character first is much more likely to win in that game. Continue reading Revisiting the ghost’s shell: proprioception in gaming