The UX of grid-based applications

sure, of course. i completely agree with that

also agree.

the point i was trying to make is more about context, though… adding tape to the grid changes context. adding a notch to the center changes context. adding an extra set of round-row / round-col buttons with abletonic intentions changes context. having sliders under each column changes context. using variable brightness definitely also changes context (which i think was part of @andrew’s original point?)

maybe affordance isn’t the right word… maybe it’s an onion of affordances

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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.

imagehttps://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…

——

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.

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Yes totally. Also it changes how much of the initial blank canvas is left.
If I have understood andrew’s post correctly his conceren was mostly about interaction patterns being consistent across applications. Which in general is understandable and desirable, but not always easy to enforce in an open-ended system (the very word “enforce” sounds weird when in the same sentence with monome, doesn’t it?) and might sometimes not even be desirable… but I’ve said that already.

Did he get it wrong or did people get him wrong. No idea, just posing the question.
One thin is sure, the word has been used, misused and abused a lot.

Hehe I was about to say that the grid basically is a touch screen with very few pixels :smiley:

I don’t want to sound pessimistic, because I’m really not about this, but the interaction design world is still very much dominated by what big companies like Apple and Google dictate, which do have good interest in keeping things under control and very much top down.
Though I do agree that if I compare the design community now to how it was 15 years ago it’s changed quite a lot, and even more probably if you go further back in time.
I do agree with you that there’s a lot of interesting movement going on regarding this!

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Not to get too far off topic… Apple and Google certainly dominate and have the most visibility for consumer electronics/software right now, but they don’t do the vast majority of design that’s happening in the world. I teach Interaction Design at two schools, one post-grad, and none of my students from the last 5 years have gone to work at either of those companies. There’s a huge world of interaction design happening, and Apple and Google only do a small portion of it, although a very visible portion.

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You totally have a point there indeed.
Oh and thanks for reminding me about Gibson!

I think I’ve said this earlier, but I’m very interested in this discussion even if I never had a Grid. Part of my interest is also due to the fact that I would love to explore the Grid more (and maybe if I get a norns, a Grid might follow?).
So to get the discussion back to the topic, when talking about the Grid we should probably rather talk about the applications that run on/through it. Which of course opens up the big can of worms which is the question: what is the affordance in software? Probably, if we stick to the original definition of it, we shouldn’t use the term, since software by itself is not physical.
But I guess we can still somehow talk about affordances, can’t we? At least there is usually two layers in every software interaction, one which is the physical one (with its set of affordances, feedbacks etc.) and one which is the software itself. So the button affords pressing, but controls a sample player which affords playing a sample.
This distinction would be superfluous if the mapping between controls, the software and the feedbacks was totally 1:1 without modality, but in cases where a non-changing physical interface will work with a very wide range of software it’s likely easier to look at things separately.

My guess would be that the act of identifying the affordances and interpreting the feedbacks in grid-based software is partially something that happens thanks to previously acquired knowledge (reading the manual, asking people and practising so this knowledge sticks) and that each software has its own conceptual models, which can sometimes be different. Or how is that?

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Apologies for going lateral in the middle of a great discussion, please don’t allow me to derail you, and feel free to ignore my little interruption, but I thought I’d impart a a bit of my technique.

When I write interface guidelines I typically start with the controls. What are the basic elements of interaction? What do they look like and what do they allow you to do? (And how does the appearance suggest the function, ie: what affordances does it provide?) When is this interaction element called for? When is it inadvisable?

@scanner_darkly and @ithkaa have given us a head start. In @ithkaa’s Control we have a fader, a keyboard, a momentary button, a toggle button, and two variants of x/y control. @scanner_darkly’s Grid OPs bring us groups, LEDs, rectangles, buttons, faders, and x/y controls.

If we now look at kria, earthsea, meadowphysics, and mlr, do we see how these control patterns are being used? Are there additional interactions these apps contain that aren’t covered by these patterns? (Hint: yes, but they are probably arrived at by composing more atomic controls into more complex interaction patterns)

Try to name all the patterns you see in use. Next, try describing how they are being used. Can you identify any usage do’s and dont’s? Write those down too. Do you notice any differences in how the controls are implemented? Which of these differences should be a permanent part of the pattern? Which are optional variations? Which should be avoided?

Just a little window into my day job…

By the way, I highly recommend Brad Frost’s Atomic Design for thinking about composition of control

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So this bit came out of some frustration with using other people’s grid applications from the max days, and not knowing how they work. I’ve always felt, and still do feel, that a manual or instructions are an unintuitive way of learning something. As sort of a natural design instinct I thought, “hey, there should be standards here,” that way I wouldn’t have to re-learn every application (sorry to bring in affordances there, forget how much of a loaded term that is). The natural way to use something changes from person to person, so we set up standards to try and normalize those differences so everyone can be happy. It’s good design. I still think it’s the right answer in the majority of cases, and most of the time when designing for screens.

But the grid is not most cases. It’s a tool for making art and that gives it less constraints. Thinking about it more I’m definitely seeing @zebra and others’ points how standards would be deviating from the grid’s intent. I feel like it’s an interface that’s supposed to be modified, so standards don’t need to exist. If a use of the grid doesn’t make sense to someone I think it’s simply meant to be changed. I think that’s part of why we see a separate language used for interaction on norns, it encourages customization.

Again the proper comparison point is an instrument. Part of playing an instrument is setting up a system of how to interact with it. This can be someone else’s system (like bach’s), or better, one’s own. I have my own system for playing instruments. I thought about publicizing it once, but then I realized that was a horrible idea because I honestly don’t think it would make sense to anyone but me.

I think in the context of a grid, seeing up the system is the actual act of programming it, and using the application is just playing based on that system. The grid is blank like an instrument so multiple systems can be set up. Because of this blankness another person’s system can be hard to learn, yea, but other people’s system’s aren’t really the point. The grid, like a guitar fretboard, is best approached with patience and self-experimentation.

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Heh, but now you got my motor running and I want this grid pattern documentation we’ve been talking about!

But maybe I’ll do it myself (in my ample free time, ha!)

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I’m a total bystander in this conversation—don’t have a grid, probably won’t get one for years although they’re beautiful and inspiring from this remove. But, I did also download a bunch of Max patches for grids—with the intention of figuring out how I could replace the grid interaction with hacky BeatStep Pro control—and have been frustrated by how I can see some aspects of what is going on, but in general would really have to commune with the source to find out what is going on, especially without being directly able to just press buttons.

As I sit here, I don’t really think that this is a complaint about the user interface, but rather how much of the knowledge of how these Old Things tick has been lost as the community and creators move on to New Things. And like, on some level, it’s fine, just a shame.

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I sincerely hope that the New Thing, due to use of many mature, text-based, open-source technologies, will be much less prone to backwards compatibility issues than the Old Things were. This should mean that the wisdom we start accumulating now stands a chance of surviving for decades in a completely usable form.

Hopefully that also means that some of the people responsible for that wisdom will also stick around!

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From this perspective moving to Supercollider/linux is certainly a great move!
Still, it rests on the shoulders of everybody who will contribute to document – at least to some extend – their creations, and maintain that documentation.

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that would be brilliant, yes!

off topic, but it’s funny how often I feel “green” lately. finally able to participate meaningfully in Big Projects and Conversations… only to realize how much there really is to catch up to in terms of skills and experience to really start to move things. I guess that’s probably just endemic to being in one’s 20s :sweat_smile:

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You’ll be gray and brown like the rest of us soon enough. Enjoy being green while you can!

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this is a side note, but it would be great if we had some shared repository of assets to help make visual interaction documentation easier for people. I know that @ether basically reverse engineered existing monome documentation to create a guide to @scanner_darkly’s ansible earthsea port, but it seems like we could make that easier. now with norns on the way, there’ll be another surface to document as well if we want to make interactions clear.

I guess a bunch of stuff could also live in the comment section for lua, but I like the idea of people being able to relatively quickly and easily put together a page or two on how to interact with their norns creations.

As I was describing interaction patterns above, I was imagining how I’d set up a Sketch library to make documenting those patterns easier.

This is sounding more and more like an actual project I’m actually going to pursue…

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Yes, now you have to :smiley:

This said, the way things have developed on the Teletype are certainly a good “best practice” example in my opinion.

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Please do. I spent some time a few months ago trying to think through some arc functionality and wound up recreating the arc documentation visuals in keynote so I could play around with them, but it would be great to have a set of images anyone could just start with.

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OK. Fair warning: my drawing tool is Sketch, and that’s how I plan to do this.
https://www.sketchapp.com/

Many many reasons why this tool has become so popular for interaction design.

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Sketch seems good. If people wanted to take the assets you produce to make their own documentation, is there a free app that you would recommend that would suffice?

Inkscape is free.

I’ll make SVG exports from my Sketch files that will be usable in Inkscape. You’ll miss quite a few niceties that make things more convenient, but it’ll work.

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