| Up Close
with... Michael Murtaugh VITAL
STATISTICS
Name:
Michael Murtaugh
Location:
Amsterdam
Project:
Next Generation foundation's Map of Creativity
Development time:
June 2003 – March 2004
Funder:
Next Generation foundation
Not to be
too forward, but, well ... who are you?
I live and work in the Netherlands, but was born and
grew up in the US. I have an undergraduate degree in
Computer Science/Electrical Engineering, and a Masters
Degree in Media Technology (both from MIT). I studied
under Glorianna Davenport at the MIT Media Lab in the
Interactive Cinema Group. I met and worked with James
Bradburne at newMetropolis in Amsterdam (1997). Since
2001, I've been an independant freelancer (automatist.org)
and teach part time at the Piet Zwart Institute in Rotterdam
in a Masters in Media Design program (http://pzwart.wdka.hro.nl/).
What was your
role during the development of the development of the
Map of Creativity?
I handled the main design and implementation of the
Map of Creativity, in collaboration with James Bradburne
and Remon Tijssen. Also, informally, I took advice from
Joost Bottema, who I'd worked with on the Blood Project
(http://automatist.org/blood/).
Remon had produced a lot of sketches which we worked
with. I worked a lot on refining how the key words would
work. A lot of the design of the Map is about how you
can use the key words, how you filter and order. You
can add keywords and search terms to narrow your focus.
While we're
not expecting design blueprints, we would like to know
how you did it? Did you rely on any specific technologies
while you were exercising your brand of magic?
SQL + ActionScript 2.0: During the development of the
Map, I started to learn SQL. Despite the fact that I
had for many years been working with databases, I had
never learned SQL (either through formal or self-initiated
instruction). I was fascinated by the idea of a language
designed to make it easier for non-engineers to interact
with databases. This learning became a part of the design
of the Map's "dynamic subtitle" – the line
that explains what the map is showing at any given moment.
ActionScript 2 (new in Flash 7) was
a breakthrough in that it lets you program in the "traditional
way." I have a bit of a love/ hate relationship
with Flash; on the one hand its capabilities are fantastic.
As a development environment though, it's quite bloated.
In the end, I create very little in the Flash interface
itself. I define
classes in separate text files the way any modern programming
language works. Also negative about Flash is that it's
all very proprietary and closed. I hope that more open
solutions continue to develop to offer a
real alternative.
If someone
was interested in undertaking a similar type of project,
what advice would you give them?
Jump right into it. Start with your data. Start with
a simple structure and (web) interface that allows you
and others to see and develop the "raw material"
of the project. Iterate. Improve the design incrementally
based on users' experiences. Work as a user of the system,
use your project as a tool to get closer to the material
yourself. Follow your own curiousity.
Finally, don't be afraid to rewrite
at a certain moment. In past work I often had the feeling
that only at the end of a project did I finally understand
what the project really needed and that it was in fact
only then that I was ready to design and build what
was required. In most cases I would rewrite the system
from scratch. Of course, this can be very frightening
to a client; but, in fact, creating something from scratch
when you know exactly what you want can be pretty straightforward.
As I develop as a designer though, I try to build this
into the process, get a flawed system built quickly
and then use it to better uncover what is needed.
What's the
secret behind this project's success?
A great subject matter, freedom to experiment and perhaps
most important, an insightful, enthusiastic and demanding
client (James). Essential, too, was that the project
was about building a useful resource for people online.
It wasn't just simply promoting something. It truly
uses the potential of the web, and social (as well as
electronic) networks.
SIDEBAR
What and who were (are!) your
key design influences?
Glorianna Davenport & Muriel Cooper, The Eames,
Richard Saul Wurman
Contemporaries: Martin Wattenburg?
Can you tell
us your top three secrets behind your creativity?
Finding good situations / collaborators.
A certain degree of selfishness: making visualisations
remains for me to "see what I'm doing." As
a programmer I've always been frustrated by the fact
that you can't see what's happening. My real motivation
behind learning visual design was my urge to visualise
the processes I was controlling with the code.
Attempt to discover something new to enjoy / keep learning.
Reusing code / jump starting projects.
Required reading/
essential reading?
I recently read Andy Hertzfeld's Revolution in the
Valley about the creation of the Mac. It is a truly
inspiring documentation of the creative process of creating
the first Apple Mac (and itself an interesting example
of a book that is in part, the result of a collaborative
web-based storytelling via the author's website, folklore.org).
The New Media Reader (edited
by Noah Wardrip-Fruin and Nick Montfort; MIT Press).
It's an excellent source for original documents from
visionaries like Douglas Englebart, Ted Nelson and Alan
Kay. Each of whom is fascinated by the computers ability
to "augment" the creative and intellectual
potential of people.
For technical reference / learning:
O'Reilly (Cook)books |