

In the process, the viewer realizes that many of the symbols in computer interfaces are derived from the perception of three-dimensional space and therefore, do not map directly to the two-dimensional computer screen. The viewer must make the conceptual leap from abstract temporal references to concrete logic by translating the commands and symbols in the two-dimensional interface design into movements and actions in the three-dimensional environment. The installation forces the viewer to revaluate the metaphors and interactive conventions (mouse, keyboard, touch screens) that have become an established part of interactive computing. The three-dimensional layout of the storyboard plays an important role in delineating the limitations of symbols and language in the computer interface.

The installation demonstrates how computer interfaces use Western labels and categories to limit the interpretation of space and time to specific cultural perspectives. The screen designs and the documentation contain numerous linguistic and symbolic references to Western definitions of time. The cards contain the author’s programming instructions for the storyboard. The documentation that accompanies the exhibition consists of twenty-four cards mounted on a ring. Twenty-four screen designs from the storyboard are displayed back-to-back to create twelve viewing stations that are arranged in a formation resembling the mathematical symbol for infinity. The installation Hickory Dickory Dock is a three-dimensional layout of the storyboard for an interactive computer artwork. In fact, most interfaces use words and symbols that represent a Western perspective of time which is not always appropriate for the non-narrative structure of interactive programs. However, little focus has been placed on the temporal dynamics of navigation in interactive computing. Interface designs in interactive programs emphasize the use of spatial references for navigation and orientation.

The artwork also comments on many of the myths and illusions surrounding interactive electronic media. Hickory Dickory Dock is an art installation that highlights the conceptual and aesthetic limitations of language and symbols in human-computer interaction. This paper discusses critical issues in the aesthetics of space and time in interactive computing. In particular, the artwork highlights the conceptual and aesthetic limitations of language and symbols in human-computer interaction. The artwork also comments on many of the myths and illusions surrounding interactive computing. Hickory Dickory Dock is an art installation that critiques the aesthetics of space and time in interactive computer programs.
