space, place, and place-making
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Pervasive Information ArchitectureSPACE, PLACE, AND PLACEMAKING
MALMÖ HÖGSKOLAN MAR 25 2010
ANDREA RESMINI & LUCA ROSATI
LET'S PLAYGame of the goose boardgame, 19th century
think of experience as play
1ST SCENARIO
1999
(Mh. Copenhagen. That seems a fun place to be)
http://www.flickr.com/photos/ihateyou/2905684780/
Meet James. He wants to travel
JAMES WANTS TO TRAVEL
http://www.flickr.com/photos/yourdon/3254328961/
(Let's hope the travel agency is open. Have to remember the hotel)
He's going for it
HE WALKS
http://www.flickr.com/photos/dan4th/144369022/
“Well, yes, you could buy a direct flight, but then ...”
He's going for it
HE TALKS
http://www.flickr.com/photos/dan4th/144369022/
“Of course we cannot provide you with a bus card now, but ...”
He's going for it
… AND TALKS
http://www.flickr.com/photos/nagillum/3906910129/
Psst, he's here!
“Excuse me? I'm looking for the Lille Havfrue Hotel? Excuse me?”
He gets to København
HE TRAVELS
http://www.flickr.com/photos/sillygwailo/3320816159/
(Now, where did I put that map? Mh. And the pictures of the ...)
Then he has maps and memories
HE GETS BACK
touch points or obstacles?
process
whew!
...
@#%!
???A totally scientific model, 1999
user experience
THIS WAS JAMES' UX
2ND SCENARIO
2009
http://todaysseniorsnetwork.com/
(Mh. Malmö. And good prices. Going there)
Meet Mario. He wants to travel
MARIO WANTS TO TRAVEL
(Oh come on! Damn site wouldn't let me buy a bus card?)
He's going for it
HE BROWSES
http://www.flickr.com/photos/nagillum/3906910129/
Psst, he's here!
“Pass me the map, will you? No, not Google, the ... Aww ...”
He gets to Malmö
HE TRAVELS
Image: Media Heaven Ltd
Then he has maps and memories
(Now, where did I put that map? And the pictures of ...)
HE GETS BACK
touch points or obstacles?
process
user experience whew!
@#%!
A totally scientific model, 2009
THIS WAS MARIO'S UX
WASN'T THIS IT?Game of the goose boardgame again, 19th century
… A GAME OF THE GOOSE?
choose
walk
talk
search
*click*
savebrowse
switch*click*
*click*
jacques de vaucanson, 1737
check-in
*click*
EXPERIENCE IS NOT A GAME
a game is by definition a suboptimal but engaging way to achieve a goal: question is, do we have to play a rather tiresome game anytime we engage in complex experiences that bridge media and contexts?
IS THIS HOW IT HAS TO BE?
NTH SCENARIO
2019?
Meet Pranav. He wants to travel
Pranav Mistry, Sixth Sense demo
PRANAV WANTS TO TRAVEL
(Hey, seems like an interesting place. And it got four stars!)
He's going for it
Pranav Mistry, Sixth Sense demo
HE TALKS
(Let's ring the agency. And it got four stars!)
Bruce Branit, World Builder
HE BROWSES
He's going for it
(Now, get to check that web site and see who's around)
Being delayed
Pranav Mistry, Sixth Sense demo
HE TRAVELS
(Mh. Flight is delayed. Can take it easy. Buy some souvenirs)
Then he has maps and memories
Pranav Mistry, Sixth Sense demo
HE GETS BACK
(This one is ok. This one is not. Where are the ones at the museum?)
THIS IS LIKE … WOW!
awesome, hu?
A ROLE FOR IA?
but the question is:
who designs this? And how?
THIS IS A LOT OF IA
AND THIS IS A LOT OF IA
AND THERE IS IA HERE TOO
AND WHAT ABOUT HERE
… AND HERE ...
… AND HERE ...
BUT WHAT'S THE POINT?
the point is
1“cyberspace is not a place you go to but rather a layer tightly integrated into the world around us”
CYBERSPACE IS HEREInstitute for the Future
CYBERSPACE IS INFORMATION
and this layer or layers
is mostly information
2UBIQUITOUS ECOLOGIES
products are becoming services, parts of ubiquitous ecologies
ARTIFACT TO PROCESS
we have to move
from the design of artifacts
to the design of processes
PRODUCT TO EXPERIENCE
we have to move
from the design of products
to the design of experiences
EXPERIENCE IS CROSS-MEDIA
we do not design interfaces
we do not design single interactions
we design cross-media experiences
A METHODOLOGY
we design with heuristics
HEURISTICS
place-making
consistency
resilience
reduction
correlation
GROUNDING
place-making
consistency
resilience
reduction
correlation
REFINING
place-making
consistency
resilience
reduction
correlation
PLACE-MAKING
the capability to help users reduce disorientation and increase legibility and wayfinding in digital, physical, and hybrid environments
CONSISTENCY
the capability to provide and sustain internal and external, in-context, on-task coherence
RESILIENCE
the capability of a humaninformation interaction model to shape and adapt itself to specific users, needs, targets, and seeking strategies
REDUCTION
the capability to reduce the stress and frustration associated with choosing from an ever growing set of information sources, services, and goods
CORRELATION
the capability to suggest relevant connections between pieces of information, services, users, and goods to help users achieve explicit goals or stimulate latent needs
SPACE AND PLACE
RHYTHM, TIME, SPACE
rhythm is the connection
between time and space
LOST IN SPACELittle Thumb and his brothers
LOST IN TIMECinderella
EVERYTHING IS SPATIAL
space is the grounding concept for time
space is the grounding concept for place
SPACE IS NOT PLACE
space and place are different
SPACE IS NOT PLACE
space is the base experience of our embodiment
it is objective, impersonal, undifferentiated
PLACE IS NOT SPACE
place includes, besides physical space, memories, experiences, and behavioral patterns associated with the locale
it is personal, subjective, and communitarian
THIS IS A PLACE
THIS IS A PLACE
THIS IS A PLACE
THIS IS NOT
THE WEB IS A PLACE
social media and ubiquitous computing have escalated this sense of place and belonging on the Web
THIS IS A PLACE
BUT THIS IS NOT
BEING ELSEWHERE
spatial metaphors have always been applied to the Web: navigate, up, down, to be on, to be out, go to
MOVIES, GAMES, FINE ARTS
but the Web is not the first medium to have a necessity to develop a language for the representation of presence and embodiment
SIMULTANEITYMasaccio, Payment of the Tribute
SEQUENCEDuchamp, Nude descending the stairs
SIMULTANEITY + SEQUENCEMiller, The Dark Knight
SPACE AS A STAGELucasArts, Maniac Mansion: Day of the Tentacle
MAPS AS THEATERLucasArts, Maniac Mansion: Day of the Tentacle
SPACE AS CHALLENGENintendo, SuperMario
MAPS AS CHALLENGESNintendo, SuperMario
SPACE AS CORRELATIONSnow, map of the area surrounding the Broad Street Pump
SPACE AS DISCOVERYUbisoft, Prince of Persia Sands of Time
SPACE AS IMMERSIONIrrational Games, Bioshock
IMMERSION CAN BE TRICKYUbisoft, Myst
MOVIES
movies are intriguing: how come we do not (usually) get lost in movies?
after all, we move around a lot
FILMING ON STAGELaurel & Hardy
DEVELOPING A LANGUAGE ...If this is a movie, this guy is ...
… OF MEANING… exchanging glances with John Mellencamp
LANGUAGE CAN TRICK USDemme, Silence of the Lambs
SPACE TIME PLACE TRICK USTarantino, Pulp Fiction
SPACE + PLACE ARE TRICKY
@resmini d resmini
Public space and private place on Twitter
CONCLUSIONS
the languages the fine arts, movies and videogames have developed to convey the ideas of space, place and embodiment can provide us with clues as to how to successfully enact place-making on the Web
CONCLUSIONS
the map is the territory and it's quickly extending to your fridge, connecting it with your doctor and with the supermarket
care to design that before it designs us?
THAT'S IT FOLKS
Andrea Resmini & Luca Rosati
Pervasive IA
http://pervasiveia.com/
Blogs
http://andrearesmini.com/ http://lucarosati.it/
@resmini @lucarosati
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