By Design

Computer networks are on their way to becoming virtual environments.

Rebecca Allen is exploring the possibilities — and the implications

Now that computer technology can render images quickly enough to facilitate the creation of real time, three dimensional environments through which characters or life-forms are able to freely navigate, new modes of multimedia interactivity are emerging. And while digitized, networked communication was until recently confined to text, new research and commercial developments are now integrating interactivity within these new three dimensional “worlds.”
Rebecca Allen, chair of UCLA’s Department of Design, brings a much needed perspective to research into three dimensional environments. Intel recently awarded Allen — an Emmy Award winning designer, artist, director and pioneer of projects involving new-media technology — a grant to explore aesthetic issues in the design of PC based, multiparticipant, networked worlds. Allen will be working with design and computer science students, as well as with Intel’s Social Applications group, to develop forms of communication and visual representation in virtual environments.
“What will ultimately come out of this is an infrastructure, a framework that will allow people to experiment in these worlds,” Allen says. “Designing and building that structure is a major challenge, but even as we’re working on the technical aspects, we can also experiment creatively within various design templates.”
Allen’s group is particularly interested in the “life,” or activity, in these virtual worlds, where participants are represented as animated icons known as “avatars.” The initial phase of the research involves creation of a three dimensional model of a social environment that includes animated performances by the avatars. Ultimately, much of the focus will be on the appearance and design of movement of the characters — something not unrelated to how they will communicate.
Rather than textual communication, the project explores the design of communication through voice input (using computer microphones), as well as through symbolic gestures and other movements, with the nonverbal forms taking on greater significance as participants from different parts of the world are brought together on the same networks.
Allen believes that Intel is representative of a growing number of companies that have recognized the need to incorporate creative thinking into the new generation of information technology. “These companies are realizing that now that we have amazing capabilities to create virtual worlds, we need to determine how to make the best use of them,” she says.
Simply transferring traditional media forms onto the computer fails to capitalize on the new technology, Allen contends. Similarly, she sees a major need for designers who understand the emerging tools and who, rather than merely adapting traditional techniques, can begin thinking about design in entirely new ways.
“A well designed print piece communicates well because of the flow of information and the appealing way in which it’s presented,” Allen says. “We’re starting with that premise but also saying, ‘We’ve moved beyond the printed page. Now, we need to integrate sound, interactivity and three dimensionality into the design.’”
Indeed, until very recently graphic designers thought in terms of the two dimensional page. Today they must consider the third dimension (space) and a fourth dimension (time). “Pacing and rhythm are often ignored,” Allen explains, “but they are crucial.”
The issue of interactivity is also having a profound impact on designers. “How do creative people make forms that allow for interaction by people but still maintain the design integrity of the piece?” she asks. “This is a difficult question.”
Allen hopes that leading edge research projects like her own will help introduce design students to the new tools and show them how best to put them to use. In addition to a heavy concentration in the general curriculum on the emergent technologies and how they are changing what it means to be a designer, UCLA’s Department of Design has established specific courses on topics such as Web design, three dimensional computer modeling and animation, and issues of communication in new design forms. The School of the Arts and Architecture’s recently opened Center for Digital Arts, of which Allen is codirector with UCLA Professor of Music Robert Winter, provides an interdisciplinary environment in which many of these explorations can take place.
“It’s important to encourage collaboration among people from different disciplines,” says Allen. “A painting is something one person can do, but when you create a virtual world, it’s more like making a feature film. Designers are the directors, and it is important for them to have a good feel for all of the aspects that go into the world. But they also have to be able to collaborate with people in other fields.”


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CHALLENGE - Spring 1997 || CHALLENGE MAGAZINE || RESEARCH@UCLA