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Marsha	Haverty
Acting	naturally
with	information
@mjane_h
2017	Information	Architecture	Summit
The	Tree	of	LifeArtistic	 illustration	 of	the	tree	of	life	by	Evogeneao
I started out in biology; the tree of life was my first taxonomy.
(NOTE: this image is an artistic illustration of evolutionary complexity. For the latest structure with scholarly rigor, see Banfield and Hug: http://
www.nature.com/articles/nmicrobiol201648 )
Then I learned that not just biology had a classification system…
...Any subject could.
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And you could structure the information.
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And the whole thing could move with an actor's meaningful action.
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Structure could even facilitate it.
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Information	
Architecture
I'll always love biology. But I'd found information architecture. That's home.
Earth	image:	NASA	Apollo	 17	crew	https://upload.wikimedia.org/wikipedia/commons/thumb/7/78/The_Blue_Marble.jpg /1023px-The_Blue_Marble.jpg
Sagan	(1994)
And, that’s home. That’s us. (Carl Sagan, Pale Blue Dot, 1994). A bunch of tribal hunter-gatherer poets. As designers, we’ve opened a lot of
wormholes to new information around here, designed information. As humans, we’re really good at assembling our actions with designed information.
Some designs are complicated, hard to understand, and we cope, and some are clear, aligned with out values, and we thrive. But whether we are
engaging something difficult or clear, there’s something deeper about us as humans that makes the way we behave feel natural, or distinctly off.
Earth	image:	NASA	Apollo	 17	crew	https://upload.wikimedia.org/wikipedia/commons/thumb/7/78/The_Blue_Marble.jpg /1023px-The_Blue_Marble.jpg
Girl	with	Amazon	Echo:	Android	 Central,	Infraworks AR	
Sandbox:	Autodesk,	 Tilt	Brush	VR:	Google,	Woman	hailing	
drone:		Mercedez-Benz,	 self-assembling	 material:	Adventurine,	
generative	design	for	a	chair:	David	Benjamin,	 Autodesk	
Variety	in	designed	information
Manifestation
Agency
Action	to	engage
The information we’re experimenting with around here has more variety in how it manifests to actors, the kinds of actions actors must use to engage it,
and in its agency (autonomy, shades of intelligence).
Earth	image:	NASA	Apollo	 17	crew	https://upload.wikimedia.org/wikipedia/commons/thumb/7/78/The_Blue_Marble.jpg /1023px-The_Blue_Marble.jpg
Natural	vs.	Unnatural
Information	physically	present	vs.	simulated
Actions	to	engage	new	vs.	familiar	
Does	not	depend	on:
Some of these things feel pretty natural, and some of them feel like novelties that we don’t really want to be doing for very long. But the distinction
doesn’t depend on whether the information is physically present or simulated; it doesn’t depend on whether the kinds of actions we use to engage is
are new or familiar. Throwing a hologram across the room or talking at an appliance or hailing a drone can all come to feel perfectly natural. The
distinction between natural and unnatural comes in something deeper still about human behavior.
The	Observer		from	Fringe:	Michael	Cerveres
The	nature	of	human	behavior?
We don’t have a handy gadget like the one the Observer on the science fiction show Fringe had through which to peer at the nature of human behavior.
The	Observer		from	Fringe:	Michael	Cerveres
ECOLOGICAL	PSYCHOLOGY
The	nature	of	human	behavior?
But we do have a very powerful lens called Ecological psychology. This field was founded in the 1970s and is just now coming into its own.
Golanka (2015)
ECOLOGICAL	PSYCHOLOGY
Events	of	our	actions Events	of	information
Human	behavior	is	about	aligning	events
(NOTE: if you read this Golanka 2015 paper, I recommend as background, first reading her paper with Andrew Wilson, “Embodied cognition is not
what you think it is,” available in full from Frontiers in Psychology.)
Golanka (2015)
ECOLOGICAL	PSYCHOLOGY
Events	of	our	actions Events	of	information
Human	behavior	is	about	aligning	events
Golanka (2015)
ECOLOGICAL	PSYCHOLOGY
Human	behavior	is	about	aligning	events
Events	of	our	actions Events	of	information
Golanka (2015)
Human	behavior	is	about	aligning	events
ECOLOGICAL	PSYCHOLOGY
Events	of	our	actions	aligned	with	events	of	information
assemble	a	system	with	dynamics	that	complete	a	task
Behavior is a system. Behavior includes us, but isn’t only us. It’s the events of information too.
We’re	aligning	our	actions	with	information,
but	it	feels to	us	as	if	we’re	wielding	the	dynamics	
of	the	world	to	act	in	task-fulfilling	ways
Barrett	(2011)
We’re	aligning	our	actions	with	information,
but	it	feels to	us	as	if	we’re	wielding	the	dynamics	
of	the	world	to	act	in	task-fulfilling	ways
Barrett	(2011)
We’re	not	acting	to	impose	our	will	on	the	world,	
we’re	acting	to	receive	the	world	in	a	useful	way
Image:	Barcroft Media	via	Daily	Mail,	 3D	image	of	human	brain	connections
That changes the role of these beautiful brains we walk around with. Our brains don’t have to do all this processing, predicting exactly how we’re
going to behave before we do it. Our brains act as coordinators: they coordinate the way we assemble our actions with information in the world
around us.
Natural human	behavior?
But, what makes behavior feel natural?
Natural	human	behavior
Selecting
action
Golanka (2015)
Controlling
action
Natural human behavior is about two things: selecting action and controlling action.
(NOTE: if you read this Golanka 2015 paper, I recommend as background, first reading her paper with Andrew Wilson, “Embodied cognition is
not what you think it is,” available in full from Frontiers in Psychology.)
Selecting	action
Switching	action
Styling	action
Selecting
Golanka (2015)
Gif	of	Alondra	de	la	Narra:	http://indieclassical.tumblr.com/post/138392136778/exercisesinhumiliation-alondra-de- la-parra-is	
Selecting is about deciding for a given task which of the possible actions will we engage (if we’re thirsty and we see a glass of water we decide
to drink from the glass), we decide when to switch actions (as we are reaching for the red glass, someone says, “take the blue glass” so we
switch to reach for the blue glass), and we style the way the action unfolds (if we notice that the glass is fragile, we slow our actions and pick it
up carefully). Animated gif: http://indieclassical.tumblr.com/post/138392136778/exercisesinhumiliation-alondra-de-la-parra-is
Selecting	action
Switching	action
Styling	action
Selecting
Golanka (2015)
ACTOR	AS	CONDUCTOR
Gif	of	Alondra	de	la	Narra:	http://indieclassical.tumblr.com/post/138392136778/exercisesinhumiliation-alondra-de- la-parra-is	
When an actor does this with designed information, it feels to her like she’s conducting with information. Browsing a website, the actor
anticipates the performance of the categories as she selects one; then aligns with the meaning of the results to anticipate and selecting more,
sometimes switching to go in another direction. It’s this cascade of selecting and switching that feels like she’s conducting with information.
Selecting	action
Switching	action
Styling	action
ACTOR	AS	CONDUCTOR
Berrypicking model	 for	search:	Marcia	Bates	(1989)
Golanka (2015)
Cascade	of	selecting,	switching,	styling
Anticipating-aligning	with	the	performance	of	information
We’re also conducting when we perform digital search. In Marcia Bate’s berrypicking model for search, the actor anticipates the performance
of the domain indexing in selecting and styling her initial wordings of her query. She then aligns with the meaning of the results, grabbing the
good stuff, and then selecting and styling and switching her query to anticipate further performance, aligning with the meaning of the results,
further refining her anticipation of the performance of the system. Actor-as-conductor is a cascade of selecting, switching, styling in which the
actor is anticipating and aligning with the performance of the system of information.
Selecting
action
Controlling
action
Natural	human	behavior	
Golanka (2015)
Selecting	is	behavior:	the	action	of	selecting	action
Selecting is an event: the action of selecting action. Now, we’ll look at controlling action.
(NOTE: if you read this Golanka 2015 paper, I recommend as background, first reading her paper with Andrew Wilson, “Embodied cognition
is not what you think it is,” available in full from Frontiers in Psychology.)
Image	by	permission	Cherrico Pottery	LLC	http://www.cherricopottery.com/	
Controlling
Controlling	
action	unfolding	
continuously	
over	time
Golanka (2015)
ACTOR	AS	SCULPTOR
We are always orienting ourselves physically in place and time with our surroundings. When we act in placetime, we control the way our
physical actions unfold continuously over time with information in our surroundings. When an actor engages designed information that does
this, it feels to the actor like she’s sculpting with information.
ACTOR	AS	SCULPTOR
Golanka (2015)
Controlling	
action	unfolding	
continuously	
over	time
The industrial design of a car supports actor as sculptor. The steering wheel, the gas and brake pedals, and the transparent windshield are
all streaming information that the actor relies on to control action unfolding over time; the actor feels as if she is wielding the dynamics of the
surroundings so that she and the car are receiving the right road, and the lane stays centered around her and the car, and the other cars
flow off to her sides instead of into her.
Golanka (2015)
Controlling	
action	unfolding	
continuously	
over	time
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
The industrial design also supports actor-as-conductor of information. A glance at a map to select the right road. A glance at the speedometer to
decide to switch her actions to slow down: she engages actor-as-sculptor behavior, relying on the shifting position of her foot on the brake pedal, and
the way the visual information is streaming through the windshield to control how she slows down continuously over time.
(NOTE: Experienced drivers are really bad at mimicking the act of driving. That’s because drivers don’t decide in their heads how to handle the steering wheel or adjust
the gas and break pedal positions. They rely on the continuous flow of information to help them choreograph the behaviors of slowing down and choosing the right
road and staying in the lane and moving around a car. Without this continuous flow of information to rely on, the meaning of the behavior is broken.)
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
Historically,
our	field
lived	here
Historically, our field lived here– actor as conductor– and actor as sculptor was the stuff of industrial design. For actor-as-conductor designs, there is of
course some physical action that has to happen to get the cursor on the pixels, or get the fingertip on the target, or say the words to trigger the
response of the system, but there were lots of degrees of freedom for how the actor controlled physical actions over time. Whether the actor was
sitting down, or walking, or reclining, and the arc and speed of the motions to work a mouse or tap a screen didn’t participate directly in the meaning of
the activity.
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
Historically,
our	field
lived	here
The	thread	of	
meaning	is	
wandering	here…
But, now the thread of meaning is wandering over here, to actor as sculptor.
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
Autodesk	Alias	 sample	car	concept
Same with physical product design at smaller scales. Designers of physical things like cars and products are always looking for ways to
experience their designs before they are brought into the world in physical materials.
Feel	human	proportionality,
how	designed	objects	will	occupy	surroundings
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
Autodesk	Alias	 sample	car	concept;	woman	with	Tilt	Brush	by	Google;
Tilt	Brush	car	doodle	 by	wordpresshelp1234
They are experimenting with sketching in 3D with simulated light trails. They walk around in 3D drawing the geometry exactly as it will take up
space. They feel the curves, they can walk around the designs, feeling their proportionality to humans, how the designed objects will physically
occupy their surroundings. This is actor-as-sculptor of information: the way they control action continuously over time to draw the light trail is the
meaning. There are no degrees of freedom in their physical actions because the physical actions participate in the meaning directly.
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
Designs		in	Autodesk	Revit	and	VR	by	Samuel	Arsenault-Brassard
Building architects are experimenting with the handoffs across conducting and sculpting with information. This architect has detailed a building
in architectural software (conducting with information). He brings the building into 3D space in order to sketch some new concepts. He scales
the building down so he can walk around it and look down on it. He relies on information about the way the building occupies space to guide his
hand motions as he sketches new towers into the existing geometry. He can feel how the curves will occupy space with respect to the rest of
the building.
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
Designs		in	Autodesk	Revit	and	VR	by	Samuel	Arsenault-Brassard
Then, he can bring his rough sketch back into the software and do all the conducting (selecting, switching, styling) to detail the sketch and
rationalize it with the building.
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
Work	with	holograms	as	physical	objects
MIT is experimenting with focused sonar that creates mechanical force against an actor’s hand. Now actors can do things like touch holograms,
and explore their surfaces and textures. An actor could work with holograms as physical objects, relying on haptic information to help control
physical actions continuously over time. (Image: MIT)
ACTOR	AS	SCULPTORACTOR	AS	CONDUCTOR
High-precision	motion	tracking	
collapses	degrees	of	freedom	of	
spacetime action	into	meaning
Image:	Google	Soli	project
Google is using radar to very precisely track the position and motion of human fingers. The actor can mimic things like turning a dial, moving a
slider, pushing a button. These are still things for conducting (selecting, switching, styling), but there is a tiny bit of actor-as-sculptor: the actor’s
fingers become tactile information for each other to rely on to control action continuously over time. It’s just fingers now, but soon it will be hand,
arm, the actor’s entire body position at high precision that could participate in sculpting with information.
Actor	as	
Conductor
Selecting	 action,	 switching	
action,	 styling	 action
Dynamics
of
surroundings
Concepts
INFORMATION
Physical	
alignment
Semantic	
alignment
MEANING
Golanka (2015)
Golanka (2015)
Actor	as	
Sculptor
Controlling	 action	
unfolding	 over	time
Structure	of	natural	human	behavior
Those are just a few examples of how we’re stating to need to worry about both human behaviors. Now I want to build out the structure of
natural human behavior for both of these. For actor as conductor, the meaning is semantic alignment: why we’re selecting an action, why we’re
switching action, why we’re styling the action. For Actor as sculptor, the meaning is physical alignment. For actor as conductor, the information
is about concepts; for actor as sculptor, the information is about the dynamics of the surroundings. Let’s look at what that means.
(NOTE: if you read this Golanka 2015 paper, I recommend as background, first reading her paper with Andrew Wilson, “Embodied cognition is
not what you think it is,” available in full from Frontiers in Psychology.)
This	is	not	information	for	surfing
Underlying	dynamics
This is not information for surfing. This is how wind transfers friction to water molecules, pushing and pulling them to form a wave. This is the
underlying dynamics that create a wave, but this is not information for surfing.
This	is	information	for	surfing
Invariant	structure–the	shape	of	the	opening–creates	affordances	
for	a	surfer	to	stay	inside	this	place	made	of	liquid	information
This is information for surfing. This expert surfer doesn’t see these dynamics, he sees the enclosure of a wave as a place to inhabit. And he aligns
his actions with information about the wave continuously over time to keep the enclosure around him. The shape and slope of the opening of the
wave is information that he can use to position the tip of his surfboard. He is calibrated to the way he must align his actions to this information; the
information becomes affordances for surfing for him. And when the shape of the opening changes, when he feels water hitting his back, he knows
that his place is collapsing and he needs to switch action, engaging other affordances, to quickly get out.
Skeletal	muscle	animation:	Eleanor	Lutz;	
This	is	not	information	for	goal	keeping	(soccer)
Underlying	dynamics
This is not information for goal keeping for soccer. This is the underlying dynamics for how our muscles contract to move our skeletons.
This	is	information	for	goal	keeping	(soccer)
Point	light	image:	https://quote.ucsd.edu/cogs91/
This is information for goal keeping for soccer. Twelve points of light are enough to give information to a goal keep about a human kicking a soccer
ball. The goal keep can align her actions to this information to prepare to stop the ball. She doesn’t have to have seen this particular human kicking
a ball, she doesn’t have to have seen ball kicking from this particular perspective in this particular light. She sees the relationships among how one
foot plants while another moves with respect to the knee. This becomes invariant structure, information about ball kicking, that work as affordances
to align with for a goal keeper. (NOTE: visit the URL above to see the animated gif to get the idea of this information.)
Information	about	concepts	is	different
Macro	photo	of	Kindle	 Reader	e-ink;	vocal	tract	anatomy		Bruno	Dubuc
Point	to	meaning	
by	convention
FREEDOM
SPOON
(Not	about	underlying	dynamics)
When we hear or read words like Spoon and Freedom, those things are not about the underlying dynamics of the chemicals or electrical
process creating the text, or the function of the larynx creating the sounds. These words point to meaning by convention. We have decided what
these mean in agreement spanning time and culture.
For actor as conductor, we assemble semantic alignment (why are we selecting, switching, styling an action?) with information about concepts by
way of convention. For actor as sculptor, we assemble physical alignment with information about the dynamics of our surroundings by way of
affordances. We see that conducting with information is not dependent on time. We can conduct in quick succession, or over weeks or lifetimes.
Time does not factor into whether conducting with information feels natural or not. For actor-as-sculptor, natural behavior is directly dependent on
being continuous over time. And that places some very important demands on the kind of information that can support actor as sculptor.
For actor as sculptor, information must be dense, persistent, and lawful. And it must be made of perceptual information. Language is not dense
enough, persistent enough, (though it acts as if it’s lawful across an actor’s lifespan) to rely on to control action continuously over time. The two
key things actors use perceptual information for to sculpt with information are: orienting & wayfinding, and prospecting with objects. We’ll look at
both of these.
Orienting	&	Wayfinding
Dense,	persistent,	lawful
Visual	Information
Surfaces
Edges
Textures
Proprioception,	Kinesthesia	
We are always orienting ourselves physically in our surroundings. We humans are wired for proprioception and kinesthesia: we know where
our bodies are in space, and we know when we’re moving. We also rely on visual information for information about the relationships among
surfaces, edges, and textures in our surroundings that we can use as affordances for us to move: this path is walkable to me, these stairs are
climbable to me, this gravelly hill is not passable to me. And this information is dense, persistent, and lawful. We can rely on it to control our
actions continuously over time.
Wayfinding
Haptic	Information
Dense	(enough)	
persistent	(enough)	
lawful
Simulates	 surfaces,	edges
This woman has low vision and can’t rely on visual information for wayfinding. She’s wearing a device that simulates information about
obstacles as haptic information. The haptic information is much less dense than visual information, and is not persistent (it’s not a constant
flow, but kicks in with proximity to obstacles). But it’s dense enough, persistent enough, and lawfully specifies obstacles in her surroundings
that she can use as information for orienting and wayfinding.
Wayfinding
Sonic	Information
Dense	(enough)
persistent	(enough)
lawful
Incoming	cars
Train/no	train
Crossing	light	timers
Conversations
Physical	obstacles
Incoherent	with	“everyday	sounds”	for	wayfinding
Gaver (1994)
UNNATURAL	BEHAVIOR
This system can use sound instead of haptic information about obstacles. Sound is dense enough, persistent enough, and lawful, but the problem with
sounds is that it’s directional, but not spatial. It piles up. That’s great for music, but not for wayfinding. Haptic information can use spatial relationships to
represent multiple obstacles and their relative positions. Sounds just pile up. The other problem with sound fir wayfinding is that humans rely on many
other very important sounds: incoming cars, train/no train, crossing light timers, conversations. And the sounds about physical obstacles steps on those so
they are not dense, persistent, and lawful. This is unnatural behavior.
(NOTE: see Gaver 1994 in references for an excellent discussion of ecological taxonomy of “everyday sounds” humans rely on for information.)
So we see that we rely on many kinds of perceptual information for orienting and wayfinding, and we see that, in our designs to support this, we must
ensure the information we use is not only dense enough, persistent enough, and lawful, but coherent with the other perceptual information actors are
relying on for the activity. So, we’ll add coherence as a design consideration.
VR	has	a	coherence	problem
"I	started	forgetting	 which	walls	
were	virtual	and	which	ones	were	
real,	and	I	ended	up	walking	into	 a	
few	very	solid	walls"
“A	player	attempted	to	push	
his	hand	through	 the	floor	 to	
sculpt	 something’”
Disrupts	critical	information	for
placetime orienting	and	wayfinding
Dense	(enough)
persistent	(enough)
lawful
UNNATURAL	BEHAVIOR
Virtual Reality also has a coherence problem. VR disrupts critical information for placetime orienting and wayfinding. Players of VR games report things like, “A
player attempted to push his hand through the floor to sculpt something.” Another: “I started forgetting which walls were virtual and which ones were real, and I
ended up walking into a few very solid walls.” These designs are mitigating this by adding in wall alerts and visual grids to show were physical walls are. These
things are dense enough, persistent enough, and lawful to represent the walls. The problem is that they are like aroras from another reality slicing through the
information from the present reality. They disrupt the dense, persistent, lawful information in the present reality for orienting and wayfinding and ask the actor to
align with two sets of conflicting information. That’s unnatural behavior. Quotes from: http://www.businessinsider.com/virtual-reality-gamers-are-literally-colliding-with-the-physical-world-2016-4
Image	credit:	Designboom (Alison	Brooks	Architects	‘The	Smile’)	
“One	sees	the	environment	not	just	with	
the	eyes	but	with	the	eyes	in	the	head	on	
the	shoulders	of	a	body	that	gets	about”
J.	J.	Gibson,	founder	Ecological	Psychology
Gibson	(1979)
The other problem with virtual reality is that we humans naturally need to explore our environment. JJ Gibson, the founder of Ecological Psychology
says…
Image	credit:	Designboom (Alison	Brooks	Architects	‘The	Smile’)	
Principle	of	action	for	VR:
“A	participant	must	have	affordances	for	moving	about	in	
the	scene…take	action	in	the	world	and	perceive	the	
effects.	This	is	part	of	the	larger	sense	of personal	agency.”
Brenda	Laurel
Laurel	(2016)
Brenda Laurel has a principle of action for VR...
So, we’ll add explorability as a design concern.
Prospecting	with	objects
Image:	https://quote.ucsd.edu/cogs91/
Color	relationships	become	affordances	for	banana	edibility
Surfaces
green	:	yellow	:	brown
We don’t just start using objects, we prospect with them using information about them. If we have experience eating bananas, the relative
amounts of green:yellow:brown color on the surface of the peel becomes information to us. We become calibrated to the relative colors to
know that a banana like this will have a peel that droops, we anticipate seeing brown spots on the fruit, we’d expect the fruit to be a little mushy
and sugary. This information becomes affordances that we can rely on about whether this banana is edible to us.
object affordances: Gibson (1979)
Prospecting	with	objects
Surfaces Edges
Textures
“smooth”
“glassy”
Relationships	of	surfaces,	edges,	textures	become	affordances	
for	finding	my	phone	by	dynamic	touch
Curve	of	edges	to	face
End	edges	:	side	edges
Edge	thickness
We can also prospect with objects using dynamic touch. I know my phone visually, but I also know my phone by touch. If I’m reaching into my bag to
retrieve my phone, I don’t just touch it once and know that it’s my phone, I must explore the relationships in the haptic information about the surfaces,
edges, textures of the phone. I understand that the surface is glassy and smooth. I understand the relationships among the end edges to the sides;
the edge thickness; the curve of the edges to the face. This haptic information becomes affordances to me to retrieve my phone.
dynamic touch: Gibson (1979)
Are	our	simulated	objects	explorable?
Do	they	know	what	kinds of	objects	they	are?	
Prospecting	simulated	objects
What	kinds	of	information
should	they	simulate	to	reveal
new underlying	 dynamics?
New	kinds	of	transformations
Permutational Computational
Smart	Materials Same	concern	as	simulated	objects
Tactile/HapticVisual Sonic Same	information	 as	physical	objects
What about prospecting simulated objects? We can simulate the same kinds of infomraitno that physical objects have: visual, tactile, sonic. But we can also
infuse simulated objects with new kinds of underlying dynamics that physical objects don’t have: new kinds of transformations. But, we also need to infuse
them with information about these new kinds of dynamics that humans can rely on. We need to start thinking about what a permutational affordance is like;
what a computational affordance is like. Smart materials have the same concern as simulated objects: smart materials are physical materials that are
infused with new underlying dynamics. How do we coax smart materials to radiate information about their underlying dynamics for humans to calibrate with
and use as affordances? (NOTE: We also need to ask, do we truly need a spacetime simulation? If the information is more abstract than the way the object orients and embeds in spacetime
and relative to the actors proportions, are we just making a 3D hologram versio of a skeuomorphism?)
Simulations	have	no	mass!
Prospecting	simulated	objects
“There's	no	physical	furniture	
to	break	your	fall	when	you	
try	to	sit	in	a	virtual	chair.
Someone	asked,	Where	did	
that	bruise	come	from?
I achieved	presence.”
UNNATURAL	BEHAVIOR “Breaking	the	ecological	law”
Wilson	(2012)
Yet…
they	provide	affordances	for	physicality COHERENCE
Tactile/HapticVisual Sonic
touch-ability,	 throw-ability,	transformability
sit-on-ability,	climb-on-ability
Yet…
one	physicality	affordance	is	not	lawful
Visual
Explorability leads to a coherence problem for simulated objects. Simulations have no mass! Yet, they provide affordances for physicality, we perceive them as objects that
take up spacetime embedded in our surroundings. Get dense, persistent, lawful visual and haptic and tactile and sonic information, depending on how they’re wired up, about
touch-ability (surfaces and textures), pickup-ability, throw-ability, transformability, and so on as far as our imaginations take us. Yet, one aspect of their affordances for
physicality is not lawful. We get visual information for things like sit-on-ability, climb-on-ability. Surfaces and textures suggest the lawful presence of mass. These are
affordances we’ve been attuned to our whole lives, and we will engage with. One person in VR recently said: “There’s no furniture to break your fall when you sit on a virtual
chair. Someone asked, ‘Where did that bruise come from?’ I achieved presence.” Andrew Wilson, a present day Ecological Psychologist, would tell us we are breaking the
ecological law by simulating affordances for properties that our objects do not lawfully provide. That’s unnatural behavior.
True	mixed	reality:	3D	scanned	objects	+	simulated	objects	coexisting
Prospecting	simulated	objects
Scanned	objects	have	
physical	affordances	
simulated	objects	don’t
How	can	we	help	
distinguish	 them	so	they	
can	coherently	co-exist?
When we get away from this hard divide between virtual reality and holograms in “augmented reality,” and get to true mixed reality, we will have 3D scanned
physical objects co-existing with simulated objects. Scanned objects have physical affordances that simulated objects don’t. How can we help distinguish
them so they can coherently co-exist?
(NOTE: see Brenda Laurel’s reference for a description of mixed reality as a spectrum.)
So, that’s the structure of actor as sculptor behavior. Now let’s build out actor as conductor. Information to support conducting can take the form of both
language and perceptual information. Language for conducting is about coordinating and understanding. We’ll start with coordinating.
Ecological psychology tells us that natural human conversation is about coordinating. When someone speaks and someone listens, that evokes concepts.
Concepts point to meaning. Meaning points to values. And that’s enough to evoke a virtual array of cultural possibilities among the participants. Something as
seemingly here-and-now as asking which movie should we see tonight locates speakers and listeners in place and time, and evokes all of their placetime histories
as an array of cultural possibilities. Speaking is anticipating cultural possibilities by improvising wordings. Listening is aligning with the discovered nature of the
cultural possibilities, and entraining with rhythms, timing, pronunciation, grammar of the participants in the conversation. A conversation is a creative tension:
anticipating and aligning; improvising and entraining. The acts of conversation feed back into the structure of the cultural possibilities, changing the structure over
time. The overall behavior of this system of conversation is about coordinating actions among the participants to realize values.
Natural	Human	Conversation
Hodges	(2014)
A	creative	tension	in	which	participants	
resonate	to	the	larger	story	in	which	they	
are	participating,	orienting	and	directing	
them	toward	a	good	continuation
Coordinating	action	to	realize	values
Giant,	ongoing,	distributed	conversation	with	highly	refined	
entrainment	of	grammar	across	its	placetime histories
Many	overlapping	conversations	with	participants	resonating	
to	very	different	structures	for	good	continuation
When someone that aligns with a particular cultural structure for good continuation encounters acts of conversation that resonate to a very different structure for
good continuation, there is nothing to align with. The array of cultural possibilities is invisible to both parties. Is there any way for us to visualize these structures to
help facilitate some kind of understanding (if not aligned values) across conversations?
Conversation
If	you	want	to	visit	virtual	reality,	just	speak	
to	someone,	and	listen,	with	intent	toward	
a	good	continuation
A	virtual	semantic	array	made	of	your	
collective	histories	of	culture	at	every	
placetimelevel	will	emerge	all	around	you
So, we see that natural human conversation is about coordinating. Now let’s look at using language for understanding.
(NOTE: I am using “understanding” as the label here to mean the notion of design for understanding in Morville, Rosenfeld, Arango (2015).)
When an actor engages a design that supports something like shopping, banking, creating, hailing/styling a service, etc., the actor is engaging with language based on classification: the underlying
information architecture of the designed system. And the purpose of the behavior is understanding/performing for a good continuation. The actor engages the design and that evokes concepts.
Concepts point to meaning. Meaning points to values. And that’s enough to evoke a virtual array of classificational possibilities. This takes the form of the underlying system of information architecture.
The actor anticipates the performance of the classification by improvising selecting/switching/styling. Selecting/switching/styling can take the form of browsing, searching, commanding, hailing,
parameterizing, etc., whatever the design facilitates. The actor then aligns with the meaning of the performance of the system (discovered nature of the classificational possibilities). And entrains with
the labeling and grammar of the system. Entraining is vital here: if the actor does not entrain to the labeling and grammar of the system, the virtual array of meaning falls apart. We know from our field
of IA that a system must be clear, and resilient across channels and contexts. The behavior of the system is about understanding/performing for a good continuation.
Now we are playing with the parts of this system: autonomous digital agents offload from the actor the tension of anticipating/aligning with the classificational possibilities. The
agent does this work. But, when the agent needs to interrupt the human with a decision point or status, the agent must bring the right kind of information to let the human
anticipate/align with the digital agent for a good continuation. We are also injecting machine learning into the system. That can greatly expand what is allowable for entraining
with the system. Entraining is still vital, but the human has more flexibility in what is allowed for labeling and grammar. Machine learning in which the system is expanding the
nature of the underlying classificational possibilities will expand the scope of what the human needs to anticipate and align with. I think that things like machine learning and
conversational UI are really about expanding the tolerance for imprecision the human must have to engage the system.
Human-System	imprecision	tolerances	
NARROW Tolerance
Precise	entrainment
WIDE Tolerance
Forgiving	entrainment
Natural	Language	Processing
Machine	Learning
(entraining	actor’s	wordings)
Conversational	UI
Standard	searching,	voice	commanding
Gestural	UI
(degrees	of	freedom	of	motion,	subtle	vs	elaborate)
For any given system, the system has a tolerance for imprecision in what is needed to engage it. A narrow tolerance for imprecision would be a system that requires very
precise entrainment with labeling and grammar. A wide tolerance for imprecision would be a system that has forgiving entrainment with labeling and grammar. Something
like standard searching and voice commanding have narrow tolerance for imprecision. We can do things like autosuggest, and spelling forgiveness, but these are generally
very precise labeling and grammar requirements. Conversational UI expands the tolerance for imprecision by suggesting the classificational possibilities ahead; this gives the
actor a hint of the performance of the system as she is selecing/switching/styling. Natural language processing expands the tolerance for imprecision. Machine learning in
which the system entrains on the actor’s particular wordings greatly expands the tolerance for imprecision with a very forgining entraining requirement on the human.
Something like gestural UI right now has a narrow tolerance for imprecision. I believe the tolerance for imprecision should be much more forgiving to mime concepts, both in
terms of the degrees of freedom of motion to give the system the gist of the concept, and in whether the human can use subtle motions or must do elaborate gestures.
So, we’ll add imprecision tolerance as a design consideration. For actor as conductor, we can also use perceptual information. This takes the
form of mapping: infusing concepts with perceptual qualities in the form of visualizations and notifications: maybe a sound or haptic buzz or color
change to signal a state change.
Mapping
Air	flow	and	heat	transfer	simulations,	 Autodesk
Visualization Values-realizing,	 good	continuation,	 clear,	resilient
Curvature	 mapped	to	airflowColor	mapped	to	temperature
This is a visualization of the air flow and heat transfer in a hospital operating room on the left, and an airport walkway on the right. Color is
mapped to different temperature ranges. The arc of the lines shows the direction of the airflow. We could describe something like this in words,
but this visualization captures the ambient comfort of these places as a quick, visceral understanding. That’s because perceptual information
and language feel different in terms of the ease of the flow of engaging them.
Perception	flows	easily
Tacit
Reflexive
photo credit: Jason Pratt via Creative Commons
Language	is	viscous,
more	work	to	flow	
Awareness
Associativity
Requires	attention
These kinds of information have different viscosities, or ease of flow.
Perceptual	information
Language
Mercedes-Benz	F	015	Concept	Car
VISCOSITY:	ease	of	flow	of	conducting
visceral
Low	viscosity,	visual	information	about	
density,	directionality,	color
Situational	visualization	human	can	manipulate?
intense
concentration
conceptual
High	viscosity,	full	entrainment
with	author’s	wordings
Viscosity	with	precise	grammar/label	
entrainment,	linear	over	simultaneous
Self-driving	car	handoff	to	human…?
How	will	the	car	interrupt	us?
How	will	the	car	map	sculpting	
information	to	concepts?
intense
coordination
Something like the airflow visualization is all perceptual information, no language. It is a very visceral way to understand with information. Something like reading a novel is all language, high
viscosity entraining with concepts and the author’s particular wordings. It is a conceptual way to engage meaning and requires active attention. Something like talking to Alexa also is all language,
and requires precise entrainment with the grammar and wordings. It is also high viscosity because it requires linear order (you can only do one thing at a time). What about when we think about
the interaction among a human and a self-driving car? The car is offloading all of the sculpting behavior of driving a car. What about when the car needs to interrupt the human for a critical
decision? How will the car sum up all of the perceptual information it has been aligning with to control the actions of the car continuously over time into concepts to align with humans? Will it use
wordings? Will it offer an ongoing visualization of the situation that the human can manipulate for a decision point? Like a flight tracker the human can tweak? We need to worry about the form
that information will take in this kind of important handoff between sculpting (the car) and conducting (the human). NOTE: I fear my brief examples seem to imply language viscosity is negative.
On the contrary! Please see my 2015 IAS talk for a more detailed treatment of viscosity: https://www.slideshare.net/mjane_h/what-we-mean-by-meaning-new-structural-properties-of-information-architecture-
ias15-47485499?qid=95845315-8b4c-4c4b-8949-48b464ba8547&v=&b=&from_search=5
So, we’ll add viscosity as a design concern. We see that the structure of natural human behavior for actor as sculptor is physical alignment using the
dynamics of the surroundings by way of affordances. It relies on perceptual information for orienting & wayfinding, and prospecting with objects. Perceptual
information for sculpting can take many forms, but must always be coherent with the way other kinds of information are being used for the activity.
Information for sculpting must be dense enough, persistent enough, and always lawful. Natural human behavior for actor as conductor is semantic
alignment using concepts by way of convention. Both language and perceptual information can be used to support conducting. Language for coordinating
takes the form of human conversation. Language for understanding takes the form of systems of classification. Perceptual information for conducting is a
mapping to concepts using visualization or notification. Information to support conducting must be values-realizing, a good continuation, clear, and resilient.
ACTOR	AS	
CONDUCTOR
Controlling	 action
ACTOR	AS	
CONDUCTOR
ACTOR	AS	
SCULPTOR
Which	behavior	is	our	design	supporting?
Degrees	of	freedom	in	controlling	action Action	unfolding	 continuously	over	time	
participates	in	the	meaning
Earth	image:	NASA	Apollo	 17	crew	https://upload.wikimedia.org/wikipedia/commons/thumb/7/78/The_Blue_Marble.jpg /1023px-The_Blue_Marble.jpg
Follow	the	thread	of	meaning	
wherever	it	may	wander
As designers and information architects, we follow the thread of meaning wherever it may wander.
Natural	doesn’t	have	to	be	familiar
Image:	Hugh	Hochman
Natural doesn’t have to be familiar, or even physically present. Nascent technologies will always race around, and we should
knock ourselves out experimenting with the possibilities.
Image:	DMITRIS_K	Big	Think	
Disrupting	the	ecology	of	information
If our designs feel deep-down unnatural, and we can’t pin it on usability or usefulness or lack of clarity, or any of our other
ways to say what’s good, maybe it’s because we’re disrupting the ecology of the ways our human actors are relying on
information to behave.
Human behavior is events aligning,	
Tuned	to	align	our	actions
For 100s of 1000s of years, and more across the branches of the tree of life, our perceptual systems have been tuned to
align our actions…
with information	around	us
…with information all around us.
with information	around	us
(Not the underlaying dynamics causing the information.)
with information	around	us
But the information. We align our actions with information around us...
to	realize	our	values
…to realize our values.
All	human	behavior	is	information	behavior
From an ecological psychology POV, we see that all human behavior is information behavior.
Marsha	Haverty
Thank	you
@mjane_h
2017	Information	Architecture	Summit
References
Bates,	Marcia	(1989).	The	Design	of	Browsing	and	Berrypicking
Techniques	for	the	Online	Search	Interface
Sagan,	Carl	(1994).	The	Pale	Blue	Dot
Golanka,	Sabrina	(2015).	Laws	and	conventions	in	language-
related	behaviors,	Ecological	Psychology	27:236-250.
Gibson,	James	J.	(1979).	An	Ecological	Approach	to	Visual	Perception
Marsha	Haverty @mjane_h
Hodges,	Bert	(2014).	Righting	language:	the	view	from	
ecological	psychology.	Language	Sciences,	Jan
Cowley,	Stephen	and	Harvey,	Matthew	(2015).	The	illusion	of	
common	 ground,	New	Ideas	in	Psychology p.	1-8.
Wilson,	Andrew	(2012).	Breaking	the	(ecological)	law:	why	
illusory	sounds	don’t	make	for	safer	cars.	Online	
http://psychsciencenotes.blogspot.com/2012/10/breaking-
ecological-law-why-illusory.html
Barrett,	Louise	(2011).	Beyond	the	Brain:	How	Body	and	Environment	
Shape	Animal	and	Human	Minds,	Princeton	University	Press
Arora,	Rahul	et.	al	(2017).	Experimental	evaluation	of	
sketching	on	surfaces	in	VR.	CHI	2017,	May	6-11	2017.
Founded	Ecological	Psychology
Science	in	
contemporary	
Ecological	
Psychology
Laurel,	Brenda	(2016).	What	is	Virtual	Reality?	Published	
online	on	Medium,	15	June
Thibald Paul	J.	(2011).		First-Order	Languaging Dynamics	and	
Second-Order	Language:	The	Distributed	Language	View.	
Ecological	Psychology	23(3):	210-245.
Gaver,	William	W.	(1994).	What	in	the	world	do	we	hear?	An	ecological	
approach	to	auditory	perception.	Ecological	Psychology	5(1):	1-29.
Covert,	Abby	(2014).	How	to	make	sense	of	any	mess.	
CreateSpace.
Hinton,	Andrew	(2014).	Understanding	Context:	Environment,	
Language,	and	Information	Architecture.	O’Reilly	Media.
Resmini,	Andrea	and	Rosatti,	Luca	(2011)	Pervasive	
Information	Architecture.	Morgan	Kaufmann.
Rosenfeld,	Louis,	Morville,	Peter,	Arango,	Jorge	(2015).	
Information	Architecture	for	the	Web	and	Beyond.	O’Reilly	Media.

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