Monday, May 20, 2013

TTYU Retro: The illusion of "natural" electronics interfaces, and the book


Ever since the advent of the iPad and iPhone I have noticed people talking about how "natural" the touch-screen interface is. I have seen people on Facebook posting video of their children trying to make a magazine perform like an iPad (with little success, obviously). Quite recently I have also seen advertising for new products that involve flexible circuits, where you'll be able to bend and flex your little phone or what-have-you in order to make it work, and how "natural" this is compared to everything that has gone before (I'm assuming, by implication, this includes the touch interface).

I would like us to take a little step back and examine this idea of what "natural" means. "Natural" means something that we do as part of our nature - but our nature is quite complex.  Humans are capable of all kinds of complex learned behaviors. When I examine different kinds of interfaces with electronics that we've used, what it commonly comes down to is a question of metaphor. Interestingly enough, the creation of metaphors is a very natural activity for human beings.

The original computer interface may not have felt natural, but really it involved learning a typed foreign language in order to interact with a user of that language (albeit a non-human one). This is something that has been done a lot, historically. It's not as natural as learning spoken language, but we all learn to write as children, and many people have the opportunity to learn foreign languages. The PalmPilot device allowed us to use handwriting as input...so long as we wrote it according to the language rules of the device. Would it be more natural if we could speak to a computer and have it understand us? Star Trek certainly seems to believe it is (and so does Dragon, not coincidentally subtitled "naturally speaking").

So here are a couple of possibilities for "natural" - one, that "natural" means we only need to learn something that can be done easily, and two, "natural" means that the computer should have to adapt itself to our modes of communication rather than vice versa.

The graphic user interface does something interesting. It moves the computer away from purely language-based self-expression into a visual mode of expression (though I remark this graphical mode is built on the basis of underlying layers of computer language). The visual interface takes advantage of the metaphor of art, expressed wonderfully by the painting "La Trahison des Images" (The Treachery of Images) by René Magritte:

The text reads, "This is not a pipe." And indeed, it isn't, just as a "button" on your screen isn't really a button, but an image to which we assign the name "button." Icons take the place of real objects, and they can be manipulated in the image-space.

What we use to manipulate them is another place where we might question "naturalness." The mouse, the touch pad, the tracking ball, and the tablet can all be considered less natural than the touch-screen interface, but what is "natural" here? Is it the indirectness of the interface? We work with indirect relations constantly without much trouble, every time we use tools. Think of cutting a piece of paper: tearing the piece of paper apart might be considered most "natural" but it's messy. Surely folding and tearing isn't particularly natural (at least in the "ease" sense of the word). The straight stroke of a knife down the paper is already starting to be indirect, though it is much simpler. And what of scissors? Would you call them natural or unnatural? A grasping action of the hand isn't at all obvious in its relation to cutting along a straight line, but we do it constantly, easily, starting before we even hit kindergarten.

The Wii was hailed as a much more "natural" way to play video games - instead of translating strenuous activities like fighting or boxing or skiing all the way down into a tiny joystick or keyboard arrangement, it used a wandlike apparatus that captured the momentum of the user's motions (and occasionally led to TV breakage). Now we have Xbox Kinect which apparently is able to take body motions within a particular region and translate them into video-game moves. This does seem to follow the pattern of making the machine conform more to our communication patterns (in this case, our physical movement patterns) than we do to its own patterns.

Three-dimensional theater is a slightly trickier example. It may be more natural to perceive images as three-dimensional, but it certainly is not natural to have to watch everything through a pair of glasses. Notice that I say that with authority, but I do bear in mind that I am among those people who (at this point in my life) observes reality through glasses all the time. Certainly we are able to perceive objects in two dimensions as easily as we are three.

So I'm going to go back to the question of whether the iPad interface or flexible electronics interface is more "natural." I'd argue that neither one  is, really, more natural than the other (if anything, the flexible electronics interface is less natural). The touch pad interface uses the metaphor of a flat desk space with folders laid out on it, where one can influence objects by poking them or metaphorically putting one's fingers into a small opening and pushing outward to expand that opening; the flexible electronics interface uses the metaphor of (from what I've seen) the yoke of an airplane, pulling or pushing to move inward or outward, etc.

Last, but not least, let's compare this to the book interface. I'm not sure anyone would argue that listening to the story read aloud would be a more "natural" way of experiencing it. Certainly that's the way very young children interact with stories - but are the pictures in their books less natural than those of their movies? Maybe they are, and that illusion of no intervening mechanism is what makes us perceive something as "natural." The book is in a sense a metaphor for the process that the writer went through in writing it, if less so now that so many of us don't actually write on real sheets of paper, but on metaphorical sheets of paper made out of light. Still, our eyes follow the visual representations of words along the same path that the writer used in writing them out. The stack of paper sheets becomes representative of story time, the magnitude of the story measurable in weight and in width, and the reader can judge "how far she's read" with a glance. It's just another technology, with another type of operating system. It's been around longer. Because it is a three-dimensional object that can be manipulated with hands, it has a naturalness that the electronic version does not have.

In the end, it's all a question of learned behaviors, familiar objects/tools and agreed-upon metaphors. The child who tries to make a magazine behave like an iPad doesn't think that the magazine "doesn't work," he merely observes that despite superficial similarities, the two don't work in the same way. Any judgment of the magazine's "failure" comes from the adult observing, not from the child himself. Replacing one metaphor with another doesn't necessarily lead to an increase in "naturalness." If we make the user experience simpler and more similar to things the user already knows how to do (like speak, or manipulate objects on a desk) then that frees up some cognitive effort to be used elsewhere. That might be valuable. Or it might be unnecessary - humans have been learning and automating complex behaviors for a very long time.

It's something to think about.

Thursday, May 16, 2013

Nebulas! and Baycon! So come and see me...

I'm having a busy two weeks. This is a good thing. This weekend I'm attending the Nebula awards, which is in San Jose this year. This is a great event for authors and agents and editors to attend, and I'm very excited to see some people that I rarely ever see because I'm so often head-down in my writing and real-life demands. I'll also be having the chance to interview some of the award nominees, and I'm very excited about it! I'll let you know how that turns out, and where to find the interviews afterward.

Next weekend, Memorial Day weekend, is the BayCon convention, and I'd love to see you there! I'm on some really terrific panels this time:

Location, Location, Location -- Setting Your Story in an SF World
 Saturday at 9:00 AM in San Tomas
(with Paul Carlson, Todd McCaffrey, Aaron Mason, Chaz Brenchley)

World Building Basics 
Sunday at 9:00 AM in Winchester
(with Bob Brown, David J. Peterson, Paula Butler, Aaron Mason, Leslie Ann Moore)

How Do You Create a Language for a SF/F World?
Sunday at 4:00 PM in San Tomas
 (with David J. Peterson)


Busy but awesome is the name of the game. I hope to see you there!

Tuesday, May 14, 2013

TTYU Retro: Measurement questions in sf/f and secondary worlds

Have you ever been writing along and found yourself writing, "The town was ten miles away," or "The city was thirty kilometers away," or "The gap was about ten feet wide", etc. and wondering if it was the right thing to do? You can't write without ever giving anyone a sense of the scale of things, can you? But if you're writing in a secondary world, or on an alien world where measurements are not the same as the ones we've been using, or in a far future where it seems a bit iffy for measurements to have remained the same, what do you do? And what happens if you're on a planet where days are of different lengths, or working with an interstellar empire where local time is going to vary ridiculously? What then?

I've spent an inordinate amount of time thinking about this because I work in secondary worlds a lot. And basically, there are a number of solutions you can use - which one you pick depends on the context of your world and what kind of "feel" you're looking for.

Option #1A: Use an existing measurement system, directly
Yes, that means using miles or kilometers or feet or centimeters (but unless we're quite close to our own world, probably not both). This can work well for future science fiction contexts where you can plausibly argue that one of our existing systems has been retained. Often in science fiction, measurement and specificity can be important, and you don't just need a measurement system, you need a really precise one that people can easily grasp. Unless you really need to make a major story point about a different length of day or year, etc. you might as well be using days and years and seconds. There's no comparison in terms of ease of use for your reader.

Option #1B: Use an existing measurement system, plausibly
You see this a lot in fantasy, where a world that resembles medieval Europe will use medieval English measurements. Since here in the US we're pretty used to feet and miles, and we've at least heard people talk about leagues, it works well enough for us not to notice it. Not noticing it is, of course, the goal here. We don't want readers struggling every time they have to figure out how big something is.

Option #1C: Use an existing measurement system, in translation
This one is a bit riskier, but let's just assume you've got yourself a really fabulous secondary world or alien world that you're portraying from the insider's perspective - you really can't claim that these people are using the same measurements we would, but you use our measurements anyway, trusting readers to understand that this is just authorly shorthand for what's really going on. It's not actually that hard to do with days and minutes and seconds, or with a person's height (and this is actually what I do with in Varin), but it can require more faith when it comes to measurements of length or distance, where we're more familiar with multiple different options. Watch out for this one and check with your critique partners for plausibility.

Option #2: Use non-standard measurement/compare to objects
This is the one that I use most when I'm working with my Varin world, because it requires no leap of faith on the part of the reader, and because it works wonderfully in a context where the precise measurement of things is not critical to the success of the story. It's not necessarily a problem even when you're dealing with relatively scientific things (for example, medicine can be measured in "doses"). Distance can be measured in "paces." You can measure height relative to a character or to another object of relatively predictable size, like a chair. You can measure distance relative to objects whose parameters have already been introduced. You can also measure distance in the amount of time required to travel from one place to another via a typical mode of transport.


Option #3A: Create a new measurement system that is actually just like an existing one
This is sort of the translation approach in reverse. Give your measurements a new name that fits better with the world they're in, but make them basically function like our existing measurement systems. Again, this is authorial fudging and requires some faith on the part of the reader. However, it can work well.

Option #3B: Create a new measurement system
This one I've found compelling in many ways, but ended up avoiding like the plague. I love the idea that in a different world, or on a different planet, people would measure the things around them differently. However, it takes a lot of work for people to learn a new measurement system. Thus, I really don't recommend this one unless you have a story where the contrast between the local measurement system and the measurement system we're accustomed to is actually a major plot point. There has to be a really good reason to make a reader do this much work, and "well, so they can tell my world isn't our world" isn't a good enough one, at least for me.

It's worth taking the time as you design a world to figure out which of these approaches you're going to take, so that you can make the choice consciously and maintain consistency.

Monday, May 13, 2013

Body and Identity in SF/F - a rich source of inspiration

This weekend I was reading a couple of stories in preparation for the Nebula Awards weekend (my own small role in which I will tell you about a little later) and I got to thinking about the way bodies are portrayed in science fiction and fantasy.

Bodies are a big topic, and an important topic. In our modern world, we have a vast, complex culture of body image and body shaming all around us. We also have the ability to change our bodies through tattooing and piercing, and in more extreme fashion through plastic surgery. At the same time, there is a strong current in our society toward concentrating on the mind to exclusion of the body. The work a person does is often considered while the effect it has on the person's body is ignored. People spend their entire days working and sitting at desks, accomplishing things that are abstract and cognitive, and from the corporate point of view their body has little to do with it. But those workers are the ones who have to go home at the end of the day in the physical body that results from all that lack of action...and either make up for it with physical activity, or not... and then live with the consequences. Other people spend their entire days working with their bodies, picking fruit or building houses or playing sports (to take three very different examples), and the effects of their work are written in strength, but also in scars.

I've seen a lot of stories that involve body-thematic elements. These are often very powerful, and the topic has by no means been overused or plumbed out. Science fiction and fantasy are uniquely positioned to offer opportunities for this topic as well. How often have you seen transformation in a fantasy story? How about body alteration? Just the other day I read a classic Irish fairy tale about a hunchback who had his hunch removed by the fairies because he helped them to improve a song they were singing (the hunch was later given to someone else who wasn't as nice to said fairies). The Borg of Star Trek: The Next Generation were always frightening and fascinating because of the way that they invaded the body and changed it without permission. Science fiction also offers opportunities for us to explore non-human bodies and their parameters. Many stories feature tattoos or scarification in one way or another, as ways that we change our bodies permanently to indicate something about our identity or life experience.

We can change our bodies to better represent our identity, but body identity isn't always in our control or subject to our own choice. There is always the possibility of coercive change to our bodies (and in this category I include rape and rape pregnancy). There is also the more subtle question of how our bodies "come out" when we are born - and by this I mean our racial identity and our gender identity. Both of these are aspects of body that can vastly change the course of our experience, and are highly resistant to change. Another issue which has always fascinated me is that of mismatch between body and identity, which can occur with race or with gender in various ways.

It would take me twenty articles to go into depth about all these various topics, but I wanted to let you know I was thinking about them, because there are hundreds of rich stories available here.

I hope you feel as inspired by these ideas as I do.

Note: My hangout for this week (5/16) will be a recap of Families, due to technical difficulties during our last session, but next week (5/23) I'll be taking on Bodies as a topic. I hope you can join me!

Wednesday, May 8, 2013

Worldbuilding hangouts resume tomorrow, May 9!

Well, it's been a hectic month or so, but I'm keen to get my worldbuilding hangouts restarted, so I'll be on Google+ tomorrow morning at 11am PDT.

The topic of the day will be Families.

I look forward to seeing you there!

Link: It is in our nature to need stories

I really enjoyed this article from Scientific American, entitled "It Is in Our Nature to Need Stories." Great thoughts about the role of storytelling in our development and our lives.

I hope you enjoy it, too.

Tuesday, May 7, 2013

TTYU Retro: A Character-driven Approach to Kissing Scenes and Sex Scenes

The day I tried to write my first sex scene was one of the most embarrassing moments of my life. I'd avoided it for a long time, and then I realized that the story I was writing demanded it (not the first time I'd changed what I felt I was capable of due to the demands of a story). I had this idea of what had to happen, and I tried to write it. When I got through I realized it had devolved into a succession of meaningless generic actions and disconnected body parts.

It was awful. And, I realized, it was "sex-driven" in a bad way, the same way that stories can seem pointless and over-wrought when they are too heavily driven by plot.

Something changed for me at that point. I realized that that the point of a sex scene was not the sex.

Why do we need sex scenes? I suppose for erotica that they would be part of the point, but in my stories that's not it at all. In my stories, I have two people developing a relationship, and what is most important is what that relationship means to them, and how it changes them. I had already figured that out for kissing scenes, so that was where I went when I had to re-think the sex scenes.

As I see it, a first kiss is a form of communication between the characters. Tension may be building - and this is something I do by having the characters become more aware of one another physically, say, noticing for the first time the way the other person's throat moves when he drinks - but somebody starts it. The other person then has to decide whether to permit the kiss, and whether to return it. Internalization is critical here. Too little internalization and it will seem like I've slapped the kiss on from my position as author. More internalization may make it seem like the poor character is in agony trying to make the decision (which he or she may be!). Occasionally, since this is a big turning point in a story, I'll switch points of view and place the kiss itself at a chapter break so I can then move into the recipient's head and gauge the reaction.

What is important is not the movements. Yes, we can say "oh, this is how far they went this time." But what is important for me in a kiss is the nature of the communication - the psychological conditions that permit someone to take the chance, and the experience of the other person in response.

A sex scene is the same for me. The question is much less "how far did they go" but "what did they decide to do and why, and how did it affect the way they will interact in the future?"

I therefore place my focus on the characters. I start by asking, "What significance does this scene have for the characters, and for the story as a whole?" That will help me gauge what is necessary. If the scene is incidental, like a scene demonstrating that a character has sex as part of his everyday life and doesn't think much of it, then it will get a lot less attention. You'll see where the couple make their decision, and follow through with little detail, the critical ingredient being what the act means, and what it does for the characters, rather than what they do. I have one scene where a character makes love with his girlfriend because this is something relatively normal that they do often, and it helps him to release anxiety from the earlier part of his day.

The buildup for a first sex act is usually much longer. This I think is natural because, compared to kissing, the first occasion of such intimacy has far greater significance - and much greater possible disasters associated with it. Romance novels, after all, can spend almost the entire book getting there! What I have found, though, is that in this case the physical act itself is far less important. I can build up the psychological conditions necessary, and once the two characters have made the decision to act, I can end the scene. The only reason I might include physical details is if there is some consequence of the act itself that must be experienced in order for readers to understand the characters as they carry forward.

All of this is to say that I recommend including only the most character-relevant details in a story, either when you're dealing with a kissing scene or with a sex scene (or anything else, for that matter!). Keep the motivations, the decisions, the justifications, whatever it is. Keep the mental states that matter in the front of your lens, and let all physical details follow directly from them. It's the best way I have found to create a scene of intimacy that actually fits the characters I'm working with, and matters to the story, without letting things fall into clichéd motions and lists of body parts.

Update:
I thought I'd revisit this post because I recently wrote a scene that demanded more than my usual amount of attention to the "sex part." Note that I didn't say "parts" - but this scene was one I had been building up to for a very long time, and it required me to go all the way through the sex for several very specific reasons. The process I'd been going through as I went through the story over the long term was making a mental list of ways that the two people were not compatible or would not consider one another, and then knocking them down one by one through the events of the story. At the point where they became intimate they had to have quite a deep discussion about it - so that was how I covered the "why," but because both characters were important, and both viewed physical intimacy in vastly different ways, how they did what they did became very important. What did each one consider "too normal" to be appropriate in intimacy with the other? What did each one consider frightening? What did they consider not worth noticing (say, whether the lights were on or off) and where did they put special attention? The other reason that I had to carry through was that the fact that they consummated the sex is actually very important to the way they will interact in the future. This is to say that the relevance questions haven't changed, but in some cases the story and relevance questions will demand the entire scene, and sometimes they will not.


It's something to think about.