MediascapesDesignGuidelines
From AlmostPerfect
Revision as of 04:45, 8 November 2006 by 198.161.29.177  (Talk)
				
			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)