Tag Archives: design

The interface and the illusion of control

Most obviously, in using [smartphones] to navigate, we become reliant on access to the network to accomplish ordinary goals. In giving ourselves over to a way of knowing the world that relies completely on real-time access, we find ourselves at the mercy of something more contingent, more fallible and far more complicated than any paper map. Consider what happens when someone in motion loses their connection to the network, even briefly: lose connectivity even for the time it takes to move a few meters, and they may well find that they have been reduced to a blue dot traversing a featureless field of grey. At such moments we come face to face with a fact we generally overlook, and may even prefer to ignore: the performance of everyday life as mediated by the smartphone depends on a vast and elaborate infrastructure that is ordinarily invisible to us.

(Ordinarily, and also purposefully; Clarke’s Third Law is an implicit and nigh-ubiquitous directive in contemporary interface design, and in that enduringly popular branch of genre fiction known by its practitioners as “technological forecasting”.)

Beyond the satellites, camera cars and servers we’ve already identified, the moment-to-moment flow of our experience rests vitally on the smooth interfunctioning of all the many parts of this infrastructure—an extraordinarily heterogeneous and unstable meshwork, in which cellular base stations, undersea cables, and microwave relays are all invoked in what seem like the simplest and most straightforward tasks we perform with the device. The very first lesson of mapping on the smartphone, then, is that the handset is primarily a tangible way of engaging something much subtler and harder to discern, on which we have suddenly become reliant and over which we have virtually no meaningful control.

Adam Greenfield. The screen is the site of the Spectacle.

The designer’s prestidigitation

As Apple’s chief designer Jony Ive recalls, when he and his team sat down to redesign the iPhone operating system in 2012, it did away with many of the classic skeuomorphic elements: “We understood that people had already become comfortable with touching glass, they didn’t need physical buttons, they understood the benefits. So there was an incredible liberty in not having to reference the physical world so literally. We were trying to create an environment that was less specific. It got design out of the way.”

From here. This is an act of deceit on Ive’s part, but it is the same act of deceit in which all designers engage, which is the same deceit as that of the stage magician: the appearance of disappearance. Design wasn’t “got out of the way” at all; indeed, its invisibility only underscores the ubiquity of its influence over the user’s experience.