MediascapesDesignGuidelines
From AlmostPerfect
(Difference between revisions)
				
																
				
				
								
				| Line 35: | Line 35: | ||
== User ==  | == User ==  | ||
* Understand who this experience is aimed at  | * Understand who this experience is aimed at  | ||
| + |  = Context observation guidelines =  | ||
| + | *What kind of things happen frequently?  | ||
| + | 	** Animals, plants, weather!  | ||
| + | * Who else uses this space?  | ||
| + | 	** Actions, clothes, groups, paths, flow  | ||
| + | * What distinctive landmarks or interesting features are there?  | ||
| + | 	** eg. Bridges, statues, benches  | ||
| + | |||
| + | * Take photographs, video or notes.  | ||
| + | = Design Heuristics =  | ||
| + | * Design mediascapes so that a screen is not necessary   | ||
| + | * Describe the field of vision – what you can see and then expand out (Sean Horton Antenna Theater)  | ||
| + | * Don’t use relative orientation terms like left and right  | ||
| + | * Design appropriate overview maps   | ||
| + | * Create a non essential prologue   | ||
| + | * Use physical markers to provide orientation information   | ||
| + | * Have a training zone – introduction to the mediascape  | ||
| + | * Have a wait for a fix sequence  | ||
| + | * Make the interaction design consistent  | ||
| + | * Create a clear connection between where you are and what you see – simple but effective  | ||
| + | * Use simple stops with optional more theatrical pieces  | ||
| + | * Interview people in situ  | ||
| + | * A background loop can help retain the context  | ||
| + | * Hands free walking is popular  | ||
| + | * Design for co-incidences  | ||
| + | * Design for flows in and out of immersion  | ||
| + | * Mimic sounds in the real world to create synaesthetic confusion  | ||
| + | * Authenticity is a powerful emotive mechanism  | ||
| + | * Use the obvious navigational structures in the environment  | ||
| + | * Facilitate private moments in public shared space  | ||
| + | * Sashes or an equivalent are good  | ||
| + | =Divide and conquer=  | ||
| + | * Design the overall flow  | ||
| + | * Break out the different story lines or themes  | ||
| + | * Design each one using a common template  | ||
| + | * Structure and scripts   | ||
| + | * Eg. Characters, Interaction steps, Locations, Images  | ||
| + | * Implement them as separate “layers”  | ||
| + | * Record scratch versions for testing  | ||
| + | * Test and refine until happy with structure and scripts  | ||
| + | * Produce the final media assets (replace the scratch files in the mediascape)  | ||
Latest revision as of 04:45, 8 November 2006
Contents | 
Magic moments
- Moments which are deemed to be both moving and memorable
 - The distinctive characteristic of mediascapes is their relationship to the physical world. The process of walking through a physical space while interacting with digital media can take you into a parallel world.
 
Walking through a Sea of Voices
- “this one there was no pointing, no button pressing it was all around you”
 
Physical and Virtual collisions
- “… I felt I was in another world”
 
Synaesthetic confusion
- “I stood in a cannon which was really loud and scared me”
 
Looking at the world with new eyes
- “… next time I look out the building I am not going to look out in the same way”
 
Freedom of movement
- “… there are always arrows, even if you go to IKEA they route you round”
 
Social Bonding
- “… no-one else was aware that we were hearing the same thing”
 
Experience design process
- Write a short descriptive brief
 - Create a proof of concept prototype quickly
 - Test and refine
 
- Continuously iterate - develop -> test -> refine
 
- Emulation on the PC is not sufficient, it is really important to try things out in the environment.
 
Context
- Walk the space – record notes
 - Decide the boundaries
 
Content
- Interview people in situ
 - Note themes and story lines
 
Interaction
- Decide controls
 - Use of physical or on screen buttons
 
User
- Understand who this experience is aimed at
 
= Context observation guidelines =
- What kind of things happen frequently?
 
** Animals, plants, weather!
- Who else uses this space?
 
** Actions, clothes, groups, paths, flow
- What distinctive landmarks or interesting features are there?
 
** eg. Bridges, statues, benches
- Take photographs, video or notes.
 
Design Heuristics
- Design mediascapes so that a screen is not necessary
 - Describe the field of vision – what you can see and then expand out (Sean Horton Antenna Theater)
 - Don’t use relative orientation terms like left and right
 - Design appropriate overview maps
 - Create a non essential prologue
 - Use physical markers to provide orientation information
 - Have a training zone – introduction to the mediascape
 - Have a wait for a fix sequence
 - Make the interaction design consistent
 - Create a clear connection between where you are and what you see – simple but effective
 - Use simple stops with optional more theatrical pieces
 - Interview people in situ
 - A background loop can help retain the context
 - Hands free walking is popular
 - Design for co-incidences
 - Design for flows in and out of immersion
 - Mimic sounds in the real world to create synaesthetic confusion
 - Authenticity is a powerful emotive mechanism
 - Use the obvious navigational structures in the environment
 - Facilitate private moments in public shared space
 - Sashes or an equivalent are good
 
Divide and conquer
- Design the overall flow
 - Break out the different story lines or themes
 - Design each one using a common template
 - Structure and scripts
 - Eg. Characters, Interaction steps, Locations, Images
 - Implement them as separate “layers”
 - Record scratch versions for testing
 - Test and refine until happy with structure and scripts
 - Produce the final media assets (replace the scratch files in the mediascape)