Escolar Documentos
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University of Westminster
MA Design for Interaction
May 2006
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Introduction
I. Analysis
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Design observations
Creating a personalized knowledge environment
One important issue that we have realized in this scenario is that the user spreads around him
something that we call the “user defined knowledge environment”. Daniel creates this
environment of knowledge around him in a natural way. Every time he needs some notes, a
book or text, he brings it to his table, uses it, and leaves it there, ready to be used again. This
knowledge environment acts as a support for his studies. At the beginning we thought of this
environment of things spread out around him as something confusing and disorganised, but
after analysing it, we discovered that it makes sense, and it becomes for our understanding
now, one of the main elements of the study activity. The main characteristic of this
knowledge environment is that it is defined by the user; remains always present and ready to
be used; is extensible and navigable; affords manipulation and reconfiguration in order to
create associations and comparison.
Design observations
Meeting in virtual environments
During this phone conversation, Daniel and Sophie needed to define ‘what’ they are talking
about. The ‘what’ becomes the virtual environment. Language becomes the main tool to
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create it. From this scenario, we realised that designing virtual environments for social
interaction are not about graphic interfaces or the Internet. The design of virtual
environments for social interaction is, in our understanding, about linguistic affordances of
mentally shared places. In this sense, graphic representation becomes an important part of
the communication process, but it is not t the virtual environment. The virtual environment
is the multidimensional space that lives in the user’s mind, which includes memory and time
as important dimensions. The understanding of an interactive virtual environment that
enables the activity of study and learning has given us a better approach in taking design
decisions about our project.
Design observations
A map of knowledge
As in the other scenarios, the study group works in a knowledge environment. They choose
different strategies to understand the content and spread it in their study space, exploring
every part separately. After they have explored the content alone, they present to each other
the parts that they are able to understand and the parts that they are not. Then, the users
study together and one of them acts as a guide for the others. The result is a group map that
represents the whole land of knowledge that they need to learn. And having this map, the
students can check easily where they are, how much they have learnt, and what has been left
to study.
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II. Project Development
Intention
The design intention is to create a device that affords user manipulation of the learning
environment through a flexible and engaging interface. The main characteristic for this
environment is the affordability of communication during the learning process. For this, we
have defined the following requirements:
The visual possibilities of bubbles on a surface was our first idea for the development of a
“modular learning environment” but this was discarded because of the complex relations of
their geometry, although the structural concept of an organic system interacting and relating
to each other in a fluid context remained as a design concept. Finally, we found in the work
of Piet Mondrian a more appropriate system that contains the main characteristics of our first
idea of bubbles. We decided to use it because of the visual sophistication and geometric
simplicity.
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Manipulation of the environment
In our intention to create a natural way to manipulate the interface of the environment, we
have defined that the rectangular containers of information will react to the cursor like
liquid. This means that to expand and contract the files or menu it is not necessary to ‘hold’
the border or to click buttons. The concept works by manipulating the environment with the
cursor in the middle of the area, and moving it to the side, expanding the size like dragging a
liquid.
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III. Project proposal
Product Design
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First interface prototype
The device is articulated in two spaces, one for the manipulation of the information (left)
and one for the operation of contents (right). This duality enables the user to associate what
he is reading on the left with what he is operating on the right.
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> New scenario 1, step by step
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> New scenario 2, step by step
Daniel Sophie
1.logs in, into the shared space 2. logs in, into the shared space
3. sends an invitation to
Sophie to meet him on the
shared space (the shared space
appears) 4. accepts the invitation
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> New scenario 3, step by step
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Bibliography
Benyon, David & Turner, Phil & Turner, Susan. Designing interactive systems:
people, activities, contexts, technologies. Pearson Education: England,
2005.
Foley, James [et al.]. Computer Graphics: principles and practice. Addison-
Wesley: USA, 1990.
Lidwell, William & Holden, Kritina & Butler, Jill. Universal Principles of Design.
Rockport: USA, 2003.
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