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Computers as Theatre, by Brenda Laurel
Ebook Computers as Theatre, by Brenda Laurel
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This paperback version of Brenda Laurel's 1991 hardcover classic features a new chapter that takes the reader through virtual reality and beyond to a new level of human computer interaction that is genuinely transforming. Like its predecessor, this book presents a new theory of human-computer activity. 0201550601B04062001
- Sales Rank: #181846 in Books
- Published on: 1993-09-10
- Original language: English
- Number of items: 1
- Dimensions: 9.20" h x .58" w x 6.26" l, .85 pounds
- Binding: Paperback
- 256 pages
Amazon.com Review
When Brenda Laurel first wrote this book in the early '80s, it may have seemed a bit far-fetched to most computer users: "What? How can my interaction with a computer have anything to do with theatre? I'm typing!" But with the emergence of WebTV, VRML, and the dawning of real online interactivity where our interface with the computer and others is not the keyboard, but instead our imagination and the suspension of disbelief it requires, Laurel's ideas are finally coming of age. Snotty digerati might sniff that this is an old book, but I would argue that it is a book that has finally come of age.
Review
A lucid and provocative study of the art/craft/business of optimal interfaces... takes a highly original look at our imperfect relationships with our machines, then points the way to improving things. Fun, and of real importance. -- William Gibson
From the Back Cover
This paperback version of Brenda Laurel's 1991 hardcover classic features a new chapter that takes the reader through virtual reality and beyond to a new level of human computer interaction that is genuinely transforming. Like its predecessor, this book presents a new theory of human-computer activity.
0201550601B04062001
Most helpful customer reviews
0 of 0 people found the following review helpful.
I have also the 90's paper version and still find ...
By manuel
I have also the 90's paper version and still find insight in the way user interface and user experience is shown
really a true classic
4 of 4 people found the following review helpful.
Made me think about things I never would have thought about
By M. Helmke
Computers as Theatre, Second Edition is an update to a 20-year-old classic in the field of human-computer interaction. The author, Brenda Laurel, is an Adjunct Professor of Computer Science and Affiliated Faculty for Games and Playable Media at the University of California, Santa Cruz. In addition to her academic credentials, which include a PhD in theatre, she also has serious real-world experience with previous employers like Atari, Activision, and Apple.
The book is based on the simple premise that effective interface design, just like effective drama, must engage the user directly in an experience involving both thought and action. Laurel's key point is that a user's enjoyment must be a paramount design consideration, and she posits that it demands a deep awareness of dramatic theory and technique. While I might shrink back from the idea that this awareness is an absolute requirement, I will quickly and easily concede that this awareness would be extremely useful.
This is not a book of practical tips and tricks. It is a reader-accessible study that lays out the philosophical and academic foundations for understanding first how humans audience members interact with drama and uses that as a basis for thinking about how computer users can more effectively be enabled to interact with computers.
The beginning of Computers as Theatre focuses on both classical and modern schools of thought and theory about drama. This is very interesting and outside of my previous experience. It got me thinking about things I had never considered. I like that.
The rest of the book takes this knowledge and applies it to computers. It does so in ways that alternately seem obvious and revolutionary. I will illustrate using one small portion of the book's content.
In drama, the action is represented as a whole and created by the playwright and director to be the same in every performance. In human-computer interaction, the action is collaboratively shaped by both the designer and the person using the computer; it is a joint-venture and may change with each interactive session. And yet, in both instances, there is an expected beginning, middle, and end. The audience expects to move from a beginning point to an end point with a purpose. The characters in a drama exist and act to move this plot forward. So do the elements of a computer interface design.
Have you have ever sat at a computer looking at a piece of software and wondering "What's the point?" Then you have experienced a bad interface design. Learning how to create an interface that has an obvious point and reason behind each of its constituent parts and actions is one of the things this book intends to teach, but again, from a philosophical rather than practical standpoint. Here we do not learn the "what to do" answers so much as the questions to ask. In the long term, this is usually more valuable regardless of the topic or field.
10 of 10 people found the following review helpful.
Good ideas, but I felt the book lacked a clear focus.
By D. Burrowes
I finished reading "Computers as Theater" by Brenda Laural yesterday. The book has many good ideas in it, and it may well be worth reading just to pick these up.
It is also one of those books which does not do a good job of unifying its material, in my opinion. Rather than being a progression of ideas that builds to some intellectual climax, it meanders through various interesting points not quite aimlessly. The book introduces two useful diagrams: 'flying wedges' which describe how the space of possibilities in a drama go from the 'possible' to converge on the 'necessary', and 'freytag triangles', which measures the rise and fall of a plot. If these are used to describe this book (a slight abuse?), it doesn't fare well. The freytag diagram never peaks, and the wedge doesn't converge to the 'necessary'. This may be because the objectives for the book were not clear. As a reader, I didn't realize she was not (mostly) speaking to the modern commercial software world for quite a while into the book. The book also ended with two chapters about virtual reality (the substance, not the hype), and I was left wondering if perhaps *this* was what the book was really about (if so, I didn't see it coming).
All that said: there are many good ideas in the book, some of which will make you stop and think for a while (e.g. those diagrams). It is valuable because of this. As an individual, I simply wish the book had been better structured, for I'd have gotten more out of it.
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