The Birth of the User
Article by
Ellen LuptonJanuary 7, 2005.
Essay adapted from Ellen Lupton's new book Thinking with Type:
A Critical Guide for Designers, Writers, Editors, and Students
(Princeton Architectural Press, 2004).
In the 1980s and early 90s, many experimental graphic designers
embraced the idea of the readerly text. Inspired by theoretical
ideas such as Roland Barthes's “death of the author,” they used
layers of text and interlocking grids to create works of design
that engaged the reader in the making of meaning. In place of the
classical model of typography as a crystal goblet for content, this
alternative view assumes that content itself changes with each act
of representation. Typography becomes a mode of interpretation, and
the designer and reader (and the designer-as-reader) competed with
the traditional author for control of the text.
Another model surfaced at the end of the 1990s, borrowed not from
literary criticism but from human-computer interaction (HCI)
studies and the fields of interface and usability design. The
dominant subject of our age has become neither reader nor writer
but user, a figure conceived as a bundle of needs and
impairments—cognitive, physical, emotional. Like a patient or
child, the user is a figure to be protected and cared for but also
scrutinized and controlled, submitted to research and
testing.
How texts are used becomes more important than what they mean.
Someone clicked here to get over there. Someone who bought this
also bought that. The interactive environment not only provides
users with a degree of control and self-direction but also, more
quietly and insidiously, it gathers data about its audiences.
Text is a game to be played, as the user responds to signals
from the system. We may play the text, but it is also playing
us.
Graphic designers can use theories of user interaction to revisit
some of our basic assumptions about visual communication. Why, for
example, are readers on the Web less patient than readers of print?
It is a common assumption that digital displays are inherently more
difficult to read than ink on paper. Yet HCI studies conducted in
the late 1980s proved that crisp black text on a white background
can be read just as efficiently from a screen as from a printed
page.
The impatience of the digital reader arises from culture, not from
the essential character of display technologies. Users of Web sites
have different expectations than users of print. They expect to
feel “productive,” not contemplative. They expect to be in search
mode, not processing mode. Users also expect to be disappointed,
distracted, and delayed by false leads. The cultural habits of the
screen are driving changes in design for print, while at the same
time affirming print's role as a place where extended reading can
still occur.
Another common assumption is that icons are a more universal mode
of communication than text. Icons are central to the GUIs
(graphical user interfaces) that routinely connect users with
computers. Yet text can often provide a more specific and
understandable cue than a picture. Icons don't actually simplify
the translation of content into multiple languages, because they
require explanation in multiple languages. The endless icons of the
digital desktop, often rendered with gratuitous detail and depth,
function more to enforce brand identity than to support usability.
In the twentieth century, modern designers hailed pictures as a
“universal” language, yet in the age of code, text has become a
more common denominator than images—searchable, translatable, and
capable of being reformatted and restyled for alternative or future
media.
Perhaps the most persistent impulse of twentieth-century art and
design was to physically integrate form and content. The Dada and
Futurist poets, for example, used typography to create texts whose
content was inextricable from the concrete layout of specific
letterforms on a page. In the twenty-first century, form and
content are being pulled back apart. Style sheets, for example,
compel designers to think globally and systematically instead of
focusing on the fixed construction of a particular surface. This
way of thinking allows content to be reformatted for different
devices or users, and it also prepares for the afterlife of data as
electronic storage media begin their own cycles of decay and
obsolescence.
In the twentieth century, modern artists and critics asserted that
each medium is specific. They defined film, for instance, as a
constructive language distinct from theater, and they described
painting as a physical medium that refers to its own processes.
Today, however, the medium is not always the message. Design has
become a “transmedia” enterprise, as authors and producers create
worlds of characters, places, situations, and interactions that can
appear across a variety of products. A game might live in different
versions on a video screen, a desktop computer, a game console, and
a cell phone, as well as on t-shirts, lunch boxes, and plastic
toys.
The beauty and wonder of “white space” is another modernist myth
that is under revision in the age of the user. Modern designers
discovered that open space on a page can have as much physical
presence as printed areas. White space is not always a mental
kindness, however. Edward Tufte, a fierce advocate of visual
density, argues for maximizing the amount of data conveyed on a
single page or screen. In order to help readers make connections
and comparisons as well as to find information quickly, a single
surface packed with well-organized information is sometimes better
than multiple pages with a lot of blank space. In typography as in
urban life, density invites intimate exchange among people and
ideas.
In our much-fabled era of information overload, a person can still
process only one message at a time. This brute fact of cognition is
the secret behind magic tricks: sleights of hand occur while the
attention of the audience is drawn elsewhere. Given the fierce
competition for their attention, users have a chance to shape the
information economy by choosing what to look at. Designers can help
them make satisfying choices.
Typography is an interface to the alphabet. User theory tends to
favor normative solutions over innovative ones, pushing design into
the background. Readers usually ignore the typographic interface,
gliding comfortably along literacy's habitual groove. Sometimes,
however, the interface should be allowed to fail. By making itself
evident, typography can illuminate the construction and identity of
a page, screen, place, or product.
Sources
The writings of Roland Barthes continue to challenge and inspire
graphic designers; see Image/Music/Text, trans. Stephen
Heath (New York: Hill and Wang, 1977). On screen readability, see
John D. Gould et al., “Reading from CRT Displays Can Be as Fast as
Reading from Paper,” Human Factors, 29, 5 (1987): 497-517.
On the restless user, see Jakob Nielsen, Designing Web
Usability (Indianapolis: New Riders, 2000). Jef Raskin
discusses the failure of interface icons, the scarcity of human
attention, and the myth of white space in The Humane Interface:
New Directions for Designing Interactive Systems (Reading,
Mass.: Addison-Wesley, 2000).