Phrases from the books Research (korean Text 1-Chun Boo Kyung) |
Robert Jacobson |
1999 Information Design Chapter7 Information Design in Informal Settings: Museum and Other Public Space C. G. Screven
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p.132- 133 | While their movement patterns
mostly followed the physical layout of exhibit galleries and areas, visitors
of most ages and background absorbed little of nothing of the exhibits
intended messages (E. Robinson 1928; Melton 1933, 1935; Lakota 1976),
except when displays were modified to improve viewer attention and exhibit
communication (Miles 1987; P. Robinson 1960; Shettel 1968; Screven 1969).
As the average viewing time at individual displays was only 10 to 25 seconds,
this result should not surprise us. Visitor stopped at some exhibits,
often looking random, then went on, making few comments and not examining
materials. ... |
People generally gain useful information from an exhibit when they are already somewhat knowledgeable about its subject. Background and familiarity often enable them to link unfamiliar information with existing knowledge, resulting in a rewarding educational experience. |
Brenda Laurel | 1991 Computer as Theater
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p. 126 | Think of the computer, not as a tool, but as a medium.
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p. 127 | The notion of employing metaphors as a basic for interface design has partially replaced the notion of the computer as a tool with the idea of the computer as a representer of a virtual world or system, in which a person may interact more or less directly with the representation.
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p.182 | A complementary goal is to integrate various media so that the experience of information in a multimedia system can be organic rather than compartmentalized. In the Guides project we pursued this goal in four ways:
Narrative includes both story being told (content) and the conditions of its telling (structure and context). Similarly, creating a multimedia knowledge base involves selecting or generating information as well as representing the structure and the content to the user through the interface. All too often, these occur separately. A narrative approach to multimedia interface design provides a framework that allows the structure and content of the knowledgebase to evolve together while accommodating a variety of contexts defined by user needs and interests. Within that framework, interface designers can adopt strategies from narrative theory, such as including multiple representations of events and information, or using characters as a means of representing material with an explicitly acknowledged point of view [Don, 1990]. |
Donald R. Griffin | Animal Minds beyond cognition to conciousness . |
p.210 | we find that certain insects also communicate simple but symbolic information about matters that are of crucial importance in their life, and they even reach major group decisions on the basis of such communicative behavior. ..... it seems both logical and reasonable to apply the same procedure that we use with our human companions and infer that the weaver ants and honeybees are consciously thinking and feeling something approximating the information they are communicating. |
p. 210-211 | ... bees not only tell their comrades, by means of a peculiar sort of dance, that they have found a feeling place, but they also indicate its direction and distance, thus enabling beginners to fly to it directly. This kind of message is no different in principle from information conveyed by a human being. |
p. 212 | ..... animal
communication has been considered as a straightforward transmission of
information from one animal to another, and it has been tacitly assumed
that this information is reasonably accurate. That is, when one animal,
the sender, emits a signal, this signal is taken as some indication of
its intentions, or at least of its disposition to behave in a certain
way, that can be reliably interpreted by one or more other animals, the
receivers. .... |