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Interaction (Extended Mind by Clark and Chalmers (the mind transcends the…
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Interactive media and the Embodied Mind work hand in hand. I think that one needs to extend their thought outside of their mind to be able to comprehensively interact with media and communication. In order to think critically about a product or process while in use, one should allow the extension of the mind.
Clark and Chalmer's Extended Mind uses a notebook as a tool to aid in recalling of memory. The writing is considered an extension of the mind and records relevant and important models the brain needs to function successfully. Is the notebook considered interactive media? Or is the writing considered to be interactive communication because it is flat and unimodal?
Interaction is simple, yet complex when there are added participants in the process.This makes me question how interactive Dourish's HCI design principles ignore evolving interaction elements. There are multiple people interacting with one product, so I would assume that there are multiple effects of interaction between people because there is not one singular message or part to interact with. I think it is difficult to assume that the world is stable, I would think it is more unpredictable and unstable which is why it's hard to predict the future.
Sources:
‘The Extended Mind’, Wikipedia, https://en.wikipedia.org/wiki/The_Extended_MindDourish, P. Where the Action Is: The Foundations of Embodied Interaction (Cambridge: MIT Press) https://mitpress.mit.edu/books/where-action
[online] Jorge (2016) '10 Emerging Technologies That Will Drive The Next Economy', Game-Changer, August 29, http://www.game-changer.net/2016/08/29/10-emerging-technologies-that-will-drive-the-next-economy/ Wikipedia contributors. (2018, April 13). The Extended Mind. In Wikipedia, The Free Encyclopedia. Retrieved 02:32, April 30, 2018, from https://en.wikipedia.org/w/index.php?title=The_Extended_Mind&oldid=836288715
Although I believe that it is very hard to think of the world as a static environment in terms of curating HCI experience, it is understood why the world has to be viewed in this way to target certain design principles for specific outcomes. It is difficult to manage all parts of the world and its interactions so it is more useful to focus on one part when designing.
For example, in the Game-Changer article it forecasts a focus on cyber-security in response to increased usage of technologies and ample opportunity for hackers to commit crimes. This static view of the world allows for niche designs.