Oh man… so much to say.
Norman got the idea of “affordances” so wrong and it sent our whole field down this rabbit hole for many years. I haven’t read the update to his book, but it sounds like he realized where he got it wrong and tried to correct it…
If we want to talk about affordance we should go back to the source, Gibson. Gibson defined “affordance” as what the environment offers to the “animal”, including humans. What he describes is a combination of the physicality of the environment and objects combined with the animal’s abilities to interact with those things.
For example, a stick to a dog affords biting and carrying. A stick to a human affords holding and throwing, or hammering, or hunting.
With that in mind, the Grid is interesting. The buttons afford pressing, but the grid itself affords carrying, holding, and a lot more that we don’t really use as interface anymore.
When we talk about what sort of interface cues exist on the Grid, there are two layers worth teasing apart. One is the physical Grid itself, with the buttons and lights. The second is the software layer that uses those elements to create and communicate an interface and functionality.
In that light I totally agree with @zebra. The Grid is a vehicle for software, much light a touch screen. It has abilities and constraints for the design of that software, but isn’t the software itself. The design of the software interface is what determines use and visualization, how transparent or opaque the interactions are, etc.
Should there be interface standards for the Grid? I’m not sure it’s really necessary given the types of things we use it for and the variety of uses. There are definitely some design paradigms that you get used to if you use one application a lot, but that doesn’t mean others are invalid.
Interaction design is all about feedback loops.
https://walkertalky.files.wordpress.com/2014/05/bill-verplank.jpg
Bill Verplank talks about these stages as “What do we DO?”, “What do we FEEL?, and “What do we KNOW?” - meaning how do we act on the environment, what is the feedback that tells us the result of our action, and how does that feedback change our understanding of our agency and ability in the environment.
I also think that’s a fundamental difference between designing a software interface for playing music like a Grid app, and designing a traditional instrument. The Grid provides access to a complex system with states and modes, multiple interaction types, and much more. It’s more akin to designing an iOS app than a guitar. But a good software interface for musical expression needs to embody some of the ideals of an instrument, using “instrument” more as a metaphore than a literal state. Instruments can be opaque, but they are open to exploration and discovery. They provide immediate feedback, and they create musical systems that encourage certain ways of working. That’s what we want out of a great Grid or Arc interface married with software…
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In the wider world of Interaction Design this is less and less true… There is a huge community practicing co-design and collaborative methods where designers work to facilitate ideas from a community and help them express their concepts using the best tools and deep knowledge of design history and practice. The work that comes out of these practices is amazing and can really help a community get their own ideas into a good place.