Designing the modulation of symmetry and asymmetry between User and system is much easier written than done, but anticipating some “ outcomes ” is obviously also necessary. When a User is providing input through an interface that alters the algorithm that governs that interface, and so also affecting that algorithm by unconsciously reprogramming it, we say that the balance of interfacial asymmetry tilts toward the User. When an algorithm is controlling and curtailing User behavior, cognition, desire, or affect, for example — or, better, when it is producing these things — then we say that the interfacial asymmetry tilts toward the algorithm. As discussed, sensors are likely to become at least as predominant mode of interface design as GUI are today, and the attendant design questions are only beginning to resolve. For one, interaction may take place by a complete absence of interaction. A smart thermostat, to take a prosaic example, learns as much about an inhabitant ’ s space use patterns by when she is not home as when she is. Her absence and lack of interaction is not an absence of information at all; it is information of absence. To the consternation of suspicious persons, the “ mobile phone ” with a CCD (charge-coupled device) absorbing light and a microphone absorbing sound waves is also a sensor, and for it the principle of information by absence of interaction holds true. One sensor makes use of the information haul of another, such as an autonomous vehicle that can navigate terrain based on LiDAR mapping (a portmanteau of “ laser ” and “ radar ” ), motion detection sensors, and street maps (among other sensors). Ultimately, as a User experience design problem, the sense of a device ’ s relative autonomy and intelligence will be a key criterion in everyday
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The Stack to Come