MediascapesDesignGuidelines

From AlmostPerfect

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== User ==
== User ==
* Understand who this experience is aimed at
* Understand who this experience is aimed at
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= Context observation guidelines =
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*What kind of things happen frequently?
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** Animals, plants, weather!
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* Who else uses this space?
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** Actions, clothes, groups, paths, flow
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* What distinctive landmarks or interesting features are there?
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** eg. Bridges, statues, benches
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* Take photographs, video or notes.
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= Design Heuristics =
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* Design mediascapes so that a screen is not necessary
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* Describe the field of vision – what you can see and then expand out (Sean Horton Antenna Theater)
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* Don’t use relative orientation terms like left and right
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* Design appropriate overview maps
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* Create a non essential prologue
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* Use physical markers to provide orientation information
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* Have a training zone – introduction to the mediascape
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* Have a wait for a fix sequence
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* Make the interaction design consistent
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* Create a clear connection between where you are and what you see – simple but effective
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* Use simple stops with optional more theatrical pieces
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* Interview people in situ
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* A background loop can help retain the context
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* Hands free walking is popular
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* Design for co-incidences
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* Design for flows in and out of immersion
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* Mimic sounds in the real world to create synaesthetic confusion
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* Authenticity is a powerful emotive mechanism
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* Use the obvious navigational structures in the environment
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* Facilitate private moments in public shared space
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* Sashes or an equivalent are good
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=Divide and conquer=
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* Design the overall flow
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* Break out the different story lines or themes
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* Design each one using a common template
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* Structure and scripts
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* Eg. Characters, Interaction steps, Locations, Images
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* Implement them as separate “layers”
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* Record scratch versions for testing
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* Test and refine until happy with structure and scripts
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* Produce the final media assets (replace the scratch files in the mediascape)

Latest revision as of 04:45, 8 November 2006

Contents

Magic moments

Walking through a Sea of Voices

Physical and Virtual collisions

Synaesthetic confusion

Looking at the world with new eyes

Freedom of movement

Social Bonding

Experience design process

Context

Content

Interaction

User

= Context observation guidelines =

** Animals, plants, weather!

** Actions, clothes, groups, paths, flow

** eg. Bridges, statues, benches

Design Heuristics

Divide and conquer

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