Deep Interaction
summary
Argues that cognition routinely spills into the world and that interaction is part of thinking, not mere input/output; cites jigsaw pieces, Post‑its and paper‑and‑pencil as tools for thought, and a Tetris study where expert players increase rotations by ~10–15% as evidence of epistemic action that externalizes computation. Claims touchscreen‑only design is limited, points to gestures and messy workspaces as productive affordances, and urges building richer, embodied interfaces and IoT tools that actually extend cognition.
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chapters (8)
- 0:00Intro
- 5:22What is thinking
- 9:48Jigsaw puzzle
- 11:54Parity principle
- 18:29The spectrum
- 27:17The decision action cycle
- 29:33Thinking about the world
- 34:30Douglas Coupland
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