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References - Creating Hypernarrative
Lisbeth Klastup
Hyperizons
A study of interactive
reading and readership in
hyperfiction theory and practice...
dissertation,
University of Kent at Canterbury
1997
George P. Landow
"The Definition of Hypertext
and Its History as a Concept"
Judy Malloy
"Hypernarrative in the Age of the Web"
National Endowment for the Arts NEA arts.community, 1998
Stuart Moulthrop
"The Shadow of an Informand:
An Experiment in Hypertext Rhetoric"
1992, 1994
Jim Rosenberg
"The Structure of Hypertext Activity"
Hypertext '96.
Noah Wardrip-Fruin
and Nick Montfort
The New Media Reader
MIT Press, 2003
__
web site
New Media Literature: 1994-1999
(list in progress)
Mark Amerika
Grammatron
Jean Pierre Balpe
Babel Poesie
Jacalyn Lopez Garcia
Glass Houses
(California Museum of Photography)
Carolyn Guyer
Quibbling
Shelley Jackson
Patchwork Girl
Michael Joyce
afternoon
Yael Kanarek
World of Awe
Robert Kendall
A Life Set for Two
Deena Larsen
Marble Springs
Olia Lialina
My Boyfriend Came Back from the War
Judy Malloy
its name was Penelope
l0ve0ne
The Roar of Destiny
Uncle Roger
Stuart Moulthrop
Hegirascope
Victory Garden
Jim Rosenberg
The Barrier Frames and Diffractions Through
Intergrams
Poetics
Cynthia Beth Rubin
Jonah's Memories
Stephanie Strickland
The Ballad of Sand and Harry Soot
New Media Literature 2000-2006
(list in progress; more
recent works are included
in the
statements)
John Cayley
M.D. Coverley
Califia
Caitlin Fisher
These Waves of Girls
Dene Grigar
Fallow Field: A Story in Two Parts
(Iowa Review Web)
Carolyn Guertin
The Attributes of Heartbreak
Deena Larson
Firefly
Judy Malloy
Dorothy Abrona McCrae
Mark Marino
Lumperica Animado
(Iowa Review Web)
Talan Memmott
Lexia to Perplexia
(Iowa Review Web)
Nick Montfort
Ad Verbum
Millie Niss
The Dancing Rhinoceri of Bangladesh
Scott Rettberg
The Meddlesome Passenger
Sue Thomas
Correspondence
Collaborative New Media Literature
(list in progress)
Ingrid Ankerson and Megan Sapnar
Cruising
(Poems That Go)
Bobby (Rabyd) Arellano
Sunshine '69
Anna Couey
Imagining the Information Age
Abbe Don
Bubbe's Back Porch
Jenny Holzer
Please Change Beliefs
Jesse Gilbert, Helen Thorington,
Marek Walczek, Hal Eager, and Martin Wattenberg
Adrft
William Gillespie, Scott Rettberg, Frank Marquardt, and Dirk Stratton
The Unknown
Carolyn Guyer
Mother Millennia
Judith Kerman
Colloquy
implemented by Robert Chiles
Judy Malloy and Cathy Marshall
Forward Anywhere
Karen O'Rourke
Paris Reseau/Paris Network
Plaintext Players
Kate Pullinger and Chris Joseph
Babel
Christopher and Olga Werby
The Company Therapist
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Featured Authoring Environment:

Maurice Benayoun, Jean-Pierre Balpe, and Jean-Baptiste Barrière,
Labylogue. (2000)
Labylogue, a tribute to Jorge Luis Borges' The Library of Babel, was a simulated
three-dimensional large-scale visual poetry performance. In art spaces and museums in three different
French speaking cities -- Brussels, Lyon, and Dakar -- Labylogue developed eight main themes
that invited visitors to meet in the labyrinth and, as they conversed, immerse themselves
in the accompanying text on the walls.
From a few writers working together with the same authoring system to global
Internet-based projects to which writers and readers from around the world contribute,
computer-mediated collaboration is an integral approach to electronic literature.
A new
Authoring Software resource on
Computer-Mediated Collaborative Writing
concentrates on participatory narrative in which
computer-mediation is an integral part of creating the work, such as a work of literature or text
that begins with a computer program which accepts input from audience/reader participants and then shapes this input to
create the final work. It also includes examples of works of literature of text
that are collaboratively created by a group of writers working together on an authoring platform
that to a certain extent mediates the work; as well as duets where collaborative interaction
between the participants is integral to the work.
Complete Resource
Authoring Software Looks at Interface Issues and Design
The New Media Reader,
edited by Noah Wardrip-Fruin and Nick Montfort
The development of interface -- the words, graphics, audio, interaction, and other
interface components that connect the reader with computer applications, including narrative
and or poetic applications -- is intertwined with contemporary computer history and is an integral part of the
history of new media. And computer-mediated creation in the arts and humanities has been directly
and indirectly informed by innovators of computer hardware and computer software, by information scientists
and futurists, as well as by the many musicians, artists, and writers who have contributed to shaping the field.
We are, in a certain sense in the place of medieval and early Renaissance "theory composers",
such as Guido of Arezzo and Marchetto da Padova, who struggled with the creation of notated music in eras when it was not
even completely clear how the notes would be represented. In these times, literary structures were studied by
musicians and even influenced in their works. [1] Now, creating new literary structures,
we look to the histories of computer-mediated information. (and may even come full circle
by studying musical structures)
Exploring interface development and in particular narrative and poetic uses of interface in new media literature
in a continuing series on interface issues, Authoring Software
looks at an important compendium for students and teachers of new media writing practice: The New Media Reader, edited by Noah Wardrip-Fruin and
Nick Montfort. (Cambridge, MA: MIT Press, 2003)
A valuable collection of source documents
-- presenting over 50 points of view of new media history in one volume and including a CD of
seminal works -- The New Media Reader forges an original path through the contemporary history
of new media up to the development of the World Wide Web. Introductory statements by Janet Murray and Lev Manovich and commentary
throughout by the editors, introduce a collection of essays that range from
Donna Haraway's influential A Cyborg Manifesto, to an historic introduction to the World Wide Web by
Tim Berners-Lee, Robert Cailliau, Ari Loutonen, Henrik Frystyk Nielsen, and Arthur Secret.
" The playful construction within constraints that the Oulipo defined as the role of the author can become an activity extended
to readers, who can take place in the interpretation, configuration, and construction of texts."
From the point of view of writing that predated computer-mediated writing but experimented
with proto-interface structures in print works, Six Selections by the Oulipo is one of the most
interesting sections in The New Media Reader.
Founded in France in 1960 by Raymond Queneau and François Le Lionnais,
the group's name is an acronym of Ouvroir de Littérature Potentielle, roughly
translated: "workshop of potential literature". Setting the stage for the flowering of French works of
digital literature in the 1980's when writers, including
Jean-Pierre Balpe and Philippe Bootz, among many others, created works that were actually implemented
on computers, Oulipo poets and writers experimented with the very structure of literature, using print
and experimental artist book formats. Their writing is particularly interesting in that their
strategies in print foresee reader interaction with literature and provide an interesting look at literary
systems now implemented by authoring software.
"The potential that lies within such an understanding of
interactive experiences is a reconfiguration of the relationship between reader, author, and text,"
Nick Montfort and Noah Wardrip-Fruin write in their introduction to the Oulipo. "The playful construction
within constraints that the Oulipo defined as the role of the author can become an activity extended
to readers, who can take place in the interpretation,
configuration, and construction of texts."
Six Selections by the Oulipo begins with Raymond Queneau's One Hundred Thousand Billion Poems
for which he wrote a series of sonnets -- 14 lines of structured poetry -- which are composed so that they can
be combined in many different ways and are laid out so that lines can be cut put to reveal a very large
number of different poems.
The anticipation or the foresight to see how such an approach might be taken are at the core of
the migration of experimental writing from print to new media.
Queneau clearly saw this, not only in One Hundred Thousand Billion Poems but also
-- running at the bottom of a series of pages in The New Media Writer -- in his
Yours for the Telling in which the adventure story interface of branching paths is anticipated:
"Would you prefer the tale of the three, tall lanky beanpoles if so go to 16 if not go to 3."
Following One Hundred Thousand Billion Poems, French poet Jean Lescure's "Brief History of the Oulipo"
winds in an and out of the history and goals of the group in a diffuse poetic essay that itself reflects
the qualities of the work of this group of poets and writers (of which Lescure was a member) and
for whom literary history, the literary qualities of experimental literature. and an exploration/discovery
of structure were core as was multiplicity of meanings --
"In short, every literary text is literary because of an indefinite quantity of potential
meanings" he states.
Other documents in this section of The New Media Reader include:
- Mathematician/writer Claude Berge's "For a Potential Analysis of Combinatory Literature",
which begins
with forerunners of now computer-mediated strategies in the humanities, such as Mozart's "Musical Game"
that allowed people to compose variations on one of his works by combining a series of musical phrases.
Berge then displays a -- particularly interesting from an interface point of view -- creative series of
systems analysis graphs of literary works with experimental structures,
including the work of Queneau and Raymond Roussel, as well as many other approaches that can be expressed
with mathematical diagramming. The graphs themselves -- although in the spirit of Oulipo how they might
be created differently could be considered -- are of interest to writers of new media literature, who
sometimes struggle with ways to map out the structures of their works.
- "Computer and Writer: The Centre Pompidou Experiment"
in which French poet, publisher, and diplomat
Paul Fournel discusses a series of early experiments -- by Dominique Bourguet, Jean-Pierre Enard
and Paul Fournel, and Jean-Pierre Balpe, among others -- both in creating computer-mediated works and
in translating works, such Raymond Queneau's, into various kinds of computer-mediated poetry and/or
narrative generators.
Italo Calvino was also a member of Oulipo and is represented in this section by
Prose and Anticombinatorics, a narrative with programmic solutions to a murder mystery.
In addition to Oulipo, experimental writers in print whose work is featured in The New Media Reader
include
Jorge Luis Borges, William Burroughs writing on "The Cut Up Method of Brion Gysin", and Augusto Boal.
" On the top are slanting translucent screens, on which material can be projected for convenient reading.
There is a keyboard, and sets of buttons and levers. Otherwise it looks like an ordinary desk."
In a series of documents that review the contributions of information science futurists, The
New Media Reader documents the history of contemporary creative organization of information with
papers by
Vannevar Bush, Alan Turing, Norbert Wiener, Theodor H. Nelson, and Douglas Engelbart, among many others.
Many new media artists and writers created their work on separate
but parallel tracks. Nevertheless, these papers are of continual interest --not only historically [2]
but also in formulating insights and ideas for future
directions in the field.
For instance, in 1945, observing that the human mind "operates by association", in his futurist paper
"As We May Think", originally published in The Atlantic Monthly and reprinted in The New Media Reader,
World War II Director of the US Office of Scientific Research and Development, Vannevar Bush asks readers to:
"Consider a future device for individual use, which is a sort of mechanized
private file and library. It needs a name, and to coin one at random,
"memex" will do. A memex is a device in which an individual stores all his books,
records, and communications, and which is mechanized so that it may be
consulted with exceeding speed and flexibility.
It is an enlarged intimate supplement to his memory.
It consists of a desk, and while it can presumably be operated from a distance,
it is primarily the piece of furniture at which he works. On the top are slanting
translucent screens, on which material can be projected for convenient reading. There
is a keyboard, and sets of buttons and levers. Otherwise it looks like an ordinary desk."
In the following years, information specialists,
such as Henriette Davidson Avram and Ralph H. Parker and many others, both designed and created vast
systems of searchable computerized library catalogs that are seldom fully credited.
These systems were the backbone from which branched (or were created on separate parallel paths) innovative uses of computerized
full text information systems on which The New Media Reader focuses, such as the Evolutionary List File (ELF) system
proposed in Ted Nelson's classic paper, "A File Structure for the Complex, the Changing, and the
Indeterminate" (1965) in which Nelson quotes Vannevar Bush's definition of the memex, addresses the problems of organizing and
accessing personal and scholarly information of scholars, and suggests an ELF system using a database
based on entries, links, and lists. He coins the word hypertext and imagines full text information
systems as containing not only words but also images and film. A primary use of his ELF system
is scholarly writing, but he envisions other possibilities.
Also of interest in The New Media Reader is Douglas Engelbart's Augmenting Human Intellect: A Conceptual Framework,
as well as classic source documents in computer and information science history that include
Ivan Sutherland's "Sketchpad: A Man-Machine Graphical Communication System"; Richard Stallman's
"The GNU Manifesto"; Alan Kay and Adele Goldberg's "Personal Dynamic Media"; and Stuart Moulthrop's
"You Say You Want a Revolution? Hypertext and the Laws of Media".
" It is our hope that all courses in which The New Media Reader plays a role will include serious
study of the digital objects presented here-or of other artifacts, online and off, that don't
lend themselves to being reproduced on the printed page. New media cannot be grasped by only consulting secondary
sources and critical writing, however important such perspectives may be. Whether our goals include insightful
analysis or meaningful new creation, our work should be grounded in interaction with specific new media creations --
as surely as those interested in literature should read literary works, as much as those interested in cinema should watch films."
Web Preface and Guide to the CD - Nick Montfort and Noah Wardrip-Fruin
Outside of Eastgate's continuing work in publishing hypertext literature and the
Electronic Literature Organization's work in this area, early works of new media literature
are not always easy to locate or to run.
Thus, it is important that (although some selections require applications that may not be available
to every reader) the CD that accompanies The New Media Reader contains a notable collection of
interesting selections of pre-World Wide Web new media writing and games, beginning
(as regards games and works of art) with Stephen Russell's legendary Spacewar!
and also including Gregory Yob's Hunt the Wumpus, Adventure, Jim Rosenberg's Diagram Series 3 and 4,
Judy Malloy's collaborative literary system, You!, Robert Kendall's The Clue,
poems by John Cayley, and Writing on the Hypertextual Edge, edited by Stuart Moulthrop,
a section of the Spring 1001 issue of Writing on the Edge,
which includes Izme Pass by Carolyn Guyer and Martha Petry, as well as Michael Joyce's WOE.
" What McCloud's work nevertheless shows is that new forms, even those that have not been studied
seriously for centuries or even decades, do indeed have certain conventions and rules,
and that if the form being studied is considered with care and thought, these rules can be determined,
benefitting those who work in the form, who are striving to improve the practice of their art."
--
Nick Montfort
As regards the creation of interface, The New Media Reader is particularly useful to new media writers in
presenting an overall picture of historic approaches. The book also reprints
quite a few papers that are specifically helpful to designers of interfaces for new media literature.
They include:
- Richard A. Bolt, "'Put-That-There': Voice and Gesture at the Graphics Interface"
- Lucy A. Suchman, two excerpts from her book Plans and Situated Actions: The Problem of Human-machine
Communication
The first addresses navigation -- as an example of different approaches,
contrasting European style navigation, which begins with a plan, with Trukese navigation which
begins with an objective; the second addresses interactivity, which she approaches from a
anthropology/sociology point of view that might inspire conceptions of how narrative can be
differently considered for "interactive artifacts".
- Scott McCloud's "Time Frames" (from his book Understanding Comics: The Invisible Art)
- Brenda Laurel, "The Six Elements and Causal Relations Among Them" (from her book Computers as Theater)
and "Star Raiders: Dramatic Interaction in a Small World" (from her PhD thesis)
- J. David Bolter, from his book Writing Space: The Computer, Hypertext, and the History of Writing,
a selection entitled "Seeing and Writing", which looks at the visual aspects of the "Electronic Page."
Additionally, The New Media Reader hosts a series of papers that look at creative new media
in learning environments. For instance telemative narrative pioneer Roy Ascott
is represented with "The Construction of Change", an essay
with a central focus on an education of artists that includes cybernetics.
And Michael Joyce's "Siren Shapes: Exploratory and Constructive Hypertexts"
focuses on classroom uses of StorySpace and hypertext.
More information about , The New Media Reader is available on the MIT Press website at
http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&tid=9604
and on the book's website at
http://www.newmediareader.com/index.html
The Table of Contents is listed at
http://www.newmediareader.com/book_contents.html
The CD Table of Contents is listed at
http://www.newmediareader.com/cd_contents.html
reviewed by Judy Malloy
Notes
[1] F. Alberto Gallo, Music of the Middle Ages II, Cambridge, UK: Cambridge University Press,
1985. (translated by Karen Eales) pp. 1-13
[2] Books on the development of the personal computer are a recommended supplement to The New Media Reader.
Although it is now taken for granted, creators who used punchcards and mainframe computers in the 1960's and earlier
(I worked for a contractor of the Goddard Space Center Libraries computer catalog in 1967 and later headed the team that
designed and programmed the Ball Brothers Research Corporation Library computerized catalog in 1969)
know how important the work of Gary Kildall, Ed Roberts, Steve Wozniak, Steve Jobs, Bill Gates,
Xerox PARC, Lee Felsenstein, Don Estridge, (as well as many others, such as Douglas Engelbart and Alan Kay,
whose work is included in The New Media Reader) did to invent and produce the
personal computer systems we use to create contemporary new media art.
Also recommended as supplemental source material are publications about seminal art telecom systems,
such as Heidi Grundmann, Editor, Art Telecommunication, Vancouver, Canada: Western Front; Wien,
Austria: Blix, 1984 and Roy Ascott and Carl Eugene Loeffler, Guest Editors, Connectivity: Art and
Interactive Telecommunications, Leonardo 24:2, 1991.
Commentary - Interface Issues:
Jef Raskin: The Humane Interface
A leading force in the conception and creation of the Macintosh project for Apple, computer scientist and musician
Jef Raskin, (1943-2005) who conducted the San Francisco Chamber Opera Society and played the organ,
was an apostle for the design of "humane" interactive user interfaces. Raskin believed that user interface
-- the way the user communicates with the computer -- should be at the core of the design of computers of the future.
His influential book, The Humane Interface, New Directions for Designing Interactive Systems, (Boston: Addison-Wesley, 2000)
is a combination of technical and approachable. Merging interface anecdotes and wisdom with detailed information on program design,
such as the design of search applications, The Humane Interface is a useful resource for new media writers
who create work that situates poetry, narrative, and visual elements in the context of interface design.
Raskin expresses interface strategies that are seemingly simple yet are important.
For instance, in discussing the need to consider the role of memory in interface design, he cautions that you can't assume that
the user will remember what he or she has seen previously -- a familiar problem for every writer who works with the issue of how
the reader will remember the revealed details of character and place. Indeed, questions considered in many of Raskin's discussions -- how the user remembers the interface,
what he or she has to do to produce more text, how navigation strategies path the reader -- are of primary interest
in the creation of new media literature.
Among the issues the book addresses are:
Visibility versus invisibility -- basically, if you can always see an interface device, it is visible.
if you have to remember how to find and use it, it is invisible.
Monotony -- whether or not different ways of doing the same thing are incorporated into the interface
The time it takes for the user to understand the work
Taking into account "habit formation" -- ie wouldn't it be better to give the user
a way to undo mistaken commands, rather than asking such questions as
"are you sure you want to...", which may be habitually answered "yes".
These issues may not always be important in a work of new media literature, and in some e-literature, either the subverting
of such principles underlies the poetics or the revealing of the interface or what the interface reveals
contributes to the narrative tension. Thus interface maxims can serve to bring clarity to the issues of interface design
while at the same time (to a new media writer) they suggest literary strategies. For instance, the observation that the reader absorbs
the workings of the interface at the beginning of the work and then assumes that he or she will always be confronted with it, might be used in one way
when narrative flow is important, but in some instances, a new media writer might wish to alter the interface to
differentiate time frames or characters.
In the Chapter on "Navigation and Other Aspects of Humane Interfaces", Raskin
discusses "intuitive" and "natural" interfaces. Noting that "intuitive" tends to be defined by what the user is used to,
he uses as an example Star Trek IV when the former officers of the Enterprise are transported
to the 20th century. In one the incident, Scotty picks up the mouse of a Macintosh computer and attempts to operate
the computer by speaking into the mouse. "Computer..."
Because what the user is accustomed to now drives interface design
for many computer systems, Raskin also observes that designing for natural and intuitive interfaces
can be detrimental, i.e. there is a conflict between creating something that
actually works better and creating something that the user is accustomed to.
The author's attitude to icons may not be well received by visual artists. Nevertheless
his question -- wouldn't it be easier to use words than trying to guess or reveal what each little
symbol means? -- has some resonance for contemporary desktops, and he provides colorful examples of
how icons can be misinterpreted.
Given its computer science basis, the book may not be of use to all new media writers.
Nevertheless it is of interest to see how a seminal figure in interface design looks at interface design.
His discussion of programming environments, in which he emphasizes the role of documentation
in programming creation, is of interest to the contemporary field of literate programming.
(Chapter 7 - "Interface Issues Outside the User Interface") And all of Jef Raskin's points serve to remind new media artists and
writers of the importance of interface.
"An interface is humane if it is responsive to human needs and considerate of human fragilities," he writes.
"If you want to create a humane interface, you must have an understanding of the relevant information on how both humans and machines operate.
In addition you must cultivate in yourself sensitivity to the difficulties that people experience."
Jef Raskin's
The Humane Interface, New Directions for Designing Interactive Systems,
is available from
Amazon
reviewed by Judy Malloy
Commentary - Interface Issues:
The Art of Human-Computer Interface Design,
A Classic Interface Design Textbook, edited by Brenda Laurel
Interface -- the way the reader (the "user" in computer technology) communicates with the work --
is a primary concern for creators of electronic literature, as well as for readers who want
to adventure into new media fiction and poetry. Writers and artists may choose to subvert
the principles of interface design, striving in some cases to challenge the reader, or making
the interface an actual part of the work. For instance, the interface design principle of "least surprises"
might be important in a work of literature in which the content of the text is most important. On the other
hand, surprises might be an integral component for writers and artists who design the interface
as an integral part of the work itself, rather than as a way of accessing an underlying work.
But it is of interest to understand the principles of interface design, whether we choose
to use or subvert them.
This month, Authoring Software begins a series of commentaries on interface issues.
The commentaries will be created in a modular fashion, so that short essays on the subject
will eventually be combined in both sequential and hypertextual ways, creating an in depth
look at interface design for new media writers. We begin with a classic text:
The Art of Human-Computer Interface Design, edited by Brenda Laurel. (Addison-Wesley, 1990)
The Art of Human-Computer Interface Design is classic work of Macintosh Interface design.
Edited by theater and computers scholar and researcher Brenda Laurel, who
was at the time a consultant to Apple Computer and later created Purple Moon
software for girls, the book is a formative documentation of the time in history when personal
computers were beginning to make new ways of reading and writing possible.
Some chapters are probably too Macintosh interface specific to be of interest to all new media writers.
Yet the book is very useful. not only from the point of view of historical interface design
but also from the point of view of classic approaches to creating interfaces.
For instance, the uses of conversation in interface design --
in particular the simulation of human/human conversation, as
opposed to human/computer interaction that does not take this into account --
is addressed by Susan F. Brennan in "Conversation as Direct
Manipulation, an Iconoclastic View". Her chapter includes a series of
useful examples and discusses how they can be enhanced with graphics.
In "Interface Agents: Metaphors with Character", Brenda Laurel talks
about the creation of character in terms of personifying interfaces,
using characters in the theatrical sense. Her approach is designed mainly
for the creation of interfaces for practical applications, and the interface
device of personified "agents" that assist computer users has not become as widely
used as anticipated -- perhaps because our relationships with our computers
are one-on-one and we may not desire an intermediary, something that was not anticipated in the
age of transition from impersonal mainframe to personal computer.
Nevertheless, for new media writers who are interested in the traditional literary use
of fictional characters as interpreter of events, how this concept was translated into
ideas of computer interface agents and guides is of interest in the creation of electronic literature.
In "Guides: Characterizing the Interface", Tim Oren, Gitta Salomon, Kristie Kreitman,
and Abbe Don discuss designing an interface for Grolier Electronic Publishing's
The Americana Series: America 1800-1850. Fictional characters, represented by
graphic images, were used to help young readers select the material most appropriate to their interests.
"We are finding out as much about the way people want to receive content as we are about navigation,"
the authors note. "We have uncovered a lot about what engages in the interface, but we have also
discovered that the interface is deeply intermeshed with the content."
Other chapters of particular interest include:
- Ronald Baecker and Ian Small, "Animation at the Interface"
- Chris Crawford, "Lessons from Computer Game Design"
- Abbe Don, "Narrative and the Interface"
- Myron W. Kruger, "Videoplace and the Interface of the Future"
- S.Joy Mountford and William W. Gaver, "Talking and Listening to Computers"
- Michael Naimark, "Realness and Interactivity"
- Theodor Holm Nelson, "The Right Way to Think About Software Design"
- Tim Oren, "Designing a New Medium"
- Howard Rheingold, "What's the Big Deal about Cyberspace?"
- Gitta Salomon, "New Uses for Color"
- Rob Swigart, "A Writer's Desktop"
"If it is to be like magical paper, then it is the magical part that is all
important and that must be most strongly attended to in the user interface design,"
Alan Kay writes about the computer screen in his chapter "User Interface: A Personal View".
Kay also looks at Marshall McLuhan's ideas on how the printing press changed the thought
patterns of those who learned to read, observing that "What McLuhan was really saying
was that if the personal computer is a truly new medium then the very use of it would
actually change the thought patterns of an entire civilization."
Brenda Laurel is currently Chair for the Graduate Program in Design at
California College of the Arts. The Art of Human-Computer Interface Design
was conceived of and technically supported by interface designer S. Joy Mountford
and is available from
Amazon
reviewed by Judy Malloy
Guide to Authoring Software Tools and Applications
HTML, HTML5, JavaScript, Java, HTML Tools
Writers Who Use HTML, DHTML, Java, JavaScript, PHP
HTML, DHTML, JavaScript,
CSS, PHP
__J. R. Carpenter
__Judy Malloy
__Nick Montfort and Stephanie Strickland
__Judd Morrissey
__Alexander Mouton
__Ian Hatcher
__Nanette Wylde
Microsoft Marquee
__William Harris
Other Website Authoring Tools
Writers Who Use Website Authoring Tools
Aptana Studio
__Ian Hatcher
Trellix
__Deena Larsen>
Dreamweaver
__Mark Amerika>
__Regina Pinto
__Joel Weishaus>
Drupal
__Judd Morrissey
iWeb
__Dylan Harris
Netvibes
__Kate Pullinger
Other Other Rich Internet Applications
Writers Who Use Rich Internet Applications
Flash
__Mark Amerika
__Alan Bigelow
__Dene Grigar
__Chris Joseph
__Rob Kendall
__Donna Leishman
__Alexander Mouton
__Regina Pinto
__Stephanie Strickland,
Cynthia Lawson Jaramillo>
__Stuart Moulthrop>
__Nanette Wylde
Hypertext Authoring
Writers Who Use Hypertext Authoring
Experimental
__Ian Hatcher
__Rob Kendall
__Judy Malloy>
__Nick Montfort
__Jim Rosenberg>
Storyspace
__Bill Bly
__Steve Ersinghaus
__Susan M. Gibb
Tinderbox
__Bill Bly
Literatronica
__Mark Marino
Eliterature Authoring
Writers Who Use MidiPoet
__Eugenio Tisselli
__Chris Funkhouser
Processing
Processing
Writers Who Use Processing
__Scott Rettberg
Interactive Fiction, Adventure Game Authoring, Game Authoring
Interactive Fiction Wiki
Writers Who Use IF Tools
__Aaron A. Reed
__Andrew Plotkin

now have their own page at
poetry_generators.html
Personal Media Tools
Cave Writing
Writers Who Use Cave Writing
__Noah Wardrip-Fruin
Augmented Reality
Writers Who Use Augmented Reality
__Caitlin Fisher
iPad and Mobile Platforms
Other Applications
Writers Who Use Other applications
ToolBook
__M.D. Coverley
Other Programming Languages and Developer Tools
Writers Who Use Other Languages,
Developer Tools
C++
__Adriene Jenik
MySQL
__Judd Morrissey
Perl
__Nanette Wylde
Python; Vim
__J. R. Carpenter
__Ethan Miller
__Nick Montfort
Squeak
__Jim Rosenberg
XML
__Rob Kendall
Web Information Management
Writers Who Use Web Information Management
Diigo
__
Mark Marino
Blog and Forum Applications
Writers Who Use Blog Applications
CommentPress
__Kate Pullinger
Since the early days of the public Internet, there have been works of art and literature created
in social networking environments, and there have been short exchanges of cultural dialog on Internet
Relay Chat. Twitter, created in 2006 by Jack Dorsey, has brought to a wider audience,
the opportunity to communicate in a way that is inherently literate -- asking the writer to confine
his or her thoughts to 140 characters, a process that takes editing and teaches epigrammatic expression and the ability to convey meaning and
layers of meaning in a few words. Twitter also challenges writers and artists to create performative
or collaboratively performative works in a medium where the audience can be an intimate circle of friends,
an art audience, or even a diverse global audience. This month Authoring Software
introduces a new "tools" page on Twitter. It includes pointers to the work of three new media writers
-- Jay Bushman, Dene Grigar and Mez -- who have created works using Twitter and have written
about these works on Authoring Software. It also features links to articles, documentation, and works
that range from CreativeTime Tweets to
Mahabharata on Twitter -- A Narrative Experiment
and were created by new media writers and artists including Man Bartlett, Joseph DeLappe,
Judd Morrissey and Mark Jeffery, and An Xiao.
Visit the
Twitter page for complete information.
Originally begun as a multi-user "adventure" program by Roy Trubshaw and Richard Bartle
at the University of Essex in England, MUDs (Multi-user Dungeons) and the subsequent
MOOs (MUD's object oriented) are text-based, programmable virtual
communities that connect many users to the same place at the same time.
In addition to creative social interaction, LambdaMoo, created by Pavel Curtis
at Xerox PARC, also fostered virtual world building and allowed for a variety
of narrative structures. Participants who "enter" MOO environments are usually
textually "visible" to each other, and they share a database of "objects" such as
"rooms" and "exits".
MOOS have been used as meeting places, for distance learning,
to create text for performative works,
and to create hypertextual and/or interactive fiction narratives
and/or virtual locative narratives that many readers can simultaneously explore.
Authoring Software continues its series of resources with a new page
on MUDs and MOOs. Visit
MUDs and MOOs page for complete information.
Visual and Video Applications
Audio Applications
Writers Who Use Visual, Video, and Audio Applications
Photoshop
__Mark Amerika
__Alan Bigelow
__Megan Heyward
__Chris Joseph
__Alexander Mouton
__Regina Pinto
__Joel Weishaus
Studio Artist
__Dylan Harris
Director
__Jim Andrews
__M.D. Coverley
__Megan Heyward
__Stephanie Strickland,
Cynthia Lawson Jaramillo
Apple Final Cut
__Nanette Wylde
Apple QuickTime
__Mark Amerika
__J. R. Carpenter
Apple iMovie
__Mark Amerika
Premiere
__Chris Joseph
Soundium
__Stefan Muller Arisona
Audio Applications
Apple Logic Studio
__Alexander Mouton
Max/MSP/Jitter
__Antoinette LaFarge
Sound Studio
__Alan Bigelow
Sound Forge
__Dylan Harris
__Donna Leishman
__Chris Joseph
__Regina Pinto
Literary Analysis
New Media Preservation Issues
Archiving the Avant Garde: Documenting and Preserving Digital/Media Art,
A Consortium Project of the University of California, Berkeley Art Museum
and Pacific Film Archive, with the Solomon R. Guggenheim Museum,
Cleveland Performance Art Festival and Archive, Franklin Furnace Archive,
and Rhizome.org
Library of Congress
Digital Preservation
Nick Montfort and Noah Wardrip-Fruin
"Acid-Free Bits: Recommendations for Long-Lasting Electronic Literature"
The Electronic Literature Organization, June 14, 2004
For information about the Authoring Software resource, email Judy Malloy at:
jmalloy@mail.com Suggestions for inclusion are welcome!
last update March 4, 2012
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Authoring Software
Home
Resources and Blogs
Electronic Literature Organization
__Electronic Literature Directory
Mark Bernstein
J. R. Carpenter - lapsus linguae
J. R. Carpenter - Jacket 2:
Performing Digital Texts in European Contexts
Center for Digital Storytelling
Center for Literary Computing,
West Virginia University
Critical Code Studies
HaCCS Lab
Electronic Book Review
Electronic Literature as a Model of
Creativity and Innovation in Practice
(ELMCIP)
__ELMCIP Knowledge Base
Electronic Poetry Center - E-Poetry
expressive intelligence studio
(University of California, Santa Cruz)
Field Guide to Digital Fiction
Leonardo Flores - I ♥ E-Poetry
Furtherfield
Gnoetry Daily
HASTAC
Hermeneia - Literary Studies and Digital Technologies Research Project
Hyperrhiz
HTlit
Institute for the Future of the Book
Interactive Fiction Wiki
IF-Review - The Online Interactive Fiction Review Site
Chris Joseph
Deena Larsen's Fundamentals
Mark Marino: WRT: Writer Response Theory
Cathy Marshall
Nick Montfort
__Post Position
Jason Nelson and Davin Heckman: netpoetic.com
netartery
NT2 - Nouvelles technologies, nouvelles textualités
(University of Quebec in Montreal)
Planet Interactive Fiction
Red Gear Productions
Scott Rettberg
Rita Raley
Marie-Laure Ryan
Emily Short - Blog
Software Studies at UCSD
Sue Thomas: Writing and the Digital Life
TrAce Archive
Transcriptions
Transliteracies
Transliteracy
El Relato Digital
Noah Wardrip-Fruin: Grand Text Auto
Writing Digital Media
WRT: Interactive Entertainment Software
Writers and Artists
Talk about Their Work
and the Software They
use to Create Their Work
Mark Amerika
Stefan Muller Arisona
Mark Bernstein:
__Interview wirh Mark Bernstein
Alan Bigelow
Bill Bly
Jay Bushman
J. R. Carpenter
__
Chronicles of Pookie and JR
__
Entre Ville
__
STRUTS
M.D. Coverley
__
Egypt: The Book of
Going Forth by Day
__
Tin Towns
Steve Ersinghaus
Caitlin Fisher
Chris Funkhouser
Susan M. Gibb
Dene Grigar
__
24-Hr. Micro-Elit
__
Fallow Field
Fox Harrell
Dylan Harris
William Harris
Ian Hatcher
Megan Heyward
Adriene Jenik
Chris Joseph
Rob Kendall
Antoinette LaFarge
Deena Larsen
Donna Leishman
Judy Malloy
Mark C. Marino
Mez
Ethan Miller
Nick Montfort
__Lost One
__Nick Montfort and
Stephanie Strickland
Sea and Spar Between
Judd Morrissey
Stuart Moulthrop
__Under Language
and Deep Surface
__
Interview with Stuart Moulthrop
Alexander Mouton
Karen O'Rourke
Regina Pinto
Andrew Plotkin
Kate Pullinger
Sonya Rapoport:
__Interview with Sonya Rapoport
Aaron Reed
Scott Rettberg
Jim Rosenberg
Stephanie Strickland
__Nick Montfort and Stephanie Strickland
Sea and Spar Between
__Stephanie Strickland and Cynthia Lawson Jaramillo
Vniverse and slippingglimpse
Sue Thomas
Eugenio Tisselli
Noah Wardrip-Fruin
Joel Weishaus
Nanette Wylde
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