interactive design 2 - med m/522 - spring 2004
Philip van Allen -
v a n a l l e n @ a r t c e n t e r . e d u
room 227, mon 2:00pm-6:00pm
all materials on this web site © copyright 2004, Philip van Allen
 
week 08a - final assignments

research project : 


research and report on an alternative interface application - due week 09

This is a group assignment to help you explore interactive design for non-computer systems. Form a group of two (not necessarily the group for the final project), and create a simple website hosting an analysis of an alternative interface application.

  • Choose an application on any non-computer system (Tivo, cell phone, car stereo, etc.)
  • Provide at least 3 photos of the system in action
  • Describe what the system does and how it works
  • Describe the system constraints (screen dimensions, buttons, etc. -- see below examples)
  • Discuss what works well, and does not work well in the system
  • Discuss how you would improve the system



final project : 

create an interactive system for an alternative interface

proposal due week 10
prototype due week 12
final due week 14

Design an interactive system for information or entertainment that would run on an alternative interface--i.e. not a traditional computer/keyboard/mouse. This system should allow the user to explore the content of the system in a new and innovative way, where the user is driving the experience to their own purpose, rather than having the design(er) determine how the experience will go. Possible platforms for this system are:

  • DVD, Interactive TV, PDA, phone, auto display, car stereo, tablet device, heads-up display, watch, eyeglass augmented reality system, headphones (i.e. no video display), portable music player, minority report interface, completely new device.
  • Whatever system you choose, you must define the constraints and design within that:
    • pixel dimensions of display (if any, or might be just LED status lights)
    • color or not
    • sound capability
    • number and position of physical interface elements (buttons, knobs, etc.)
    • use scenario and human factors issues - i.e. a device worn by an athlete would have different interaction influences than a car interface, or a device used on the couch. Think about the attitude of the user while interacting, level of attention needed and available, do they have one hand or two available, etc.
    • other issues specific to device - e.g. safe title in TV, limited colors in cheap portable device, etc.

Brief:

  • the project must include a designed, working demo of the system. This can be created in Flash, HTML, Director, etc. This demo must fit into the constraints discussed above (e.g. design to the screen pixel dimensions you specify). You can simulate physical interfaces on-screen. Demo is the key word here, you do not have to implement the entire system, but the demo must demonstrate several paths through the system and provide a clear sense of how the system will work.
  • user scenarios should be written up that describe how the system would be used in at least TWO situations.
  • the design should solve the information exploration /entertainment goal in a new and innovative way - avoid:
    • straight adaptations of linear material
    • the stogy, traditional interfaces typical of most information based applications
    • obviously, do not copy an existing system
  • target the system at a specific demographic ("everyone" is not acceptable)
  • research and critique existing applications for comparison
  • strongly suggest including sound as part of the design
  • while it may be artful, this is not an art project. the project should be functionally useful, enabling the audience to selectively move through an information or entertainment space so they can absorb and enjoy the particular topic.
  • the project may be futuristic, but you must still define the constraints of the system
  • the content does not have to be purely factual or didactic--it may be metaphorical, ambiguous, or provide multiple viewpoints.
  • your design process should include the idea of user advocacy - audience research, scenario development, experience management, testing
  • use the strengths of the medium and don't try to do everything about the topic. focus on what the interactive medium can contribute to this topic, and assume that other mediums can cover the rest.
    • juxtaposition
    • database-driven content
    • randomness
    • multiple media
    • active participation and involvement with content
    • user selection, customization, audience empowerment, etc.

 

 
possible systems : 
  • guide to restaurants, clubs, movies - make great ways to find and compare entertainment - see vindigo
  • expose people to interesting new music - see epitonic, apple music store in iTunes
  • create a voter's guide for presidential candidates based on issues, not hype - see cost of war, they rule, project vote smart (one approach would be to make the guide unbiased as a whole, but include "tours" that have a particular perspective (e.g. conservative, "family values", independent, libertarian, liberal, anti-globalism, etc.)
  • car control systems - see the BMW 7 Series iDrive system and the Audi MMI (Multi Media Interface), phil's photos
  • car stereos - see pioneer and other manufacturers
  • networked home entertainment systems - see HomePod
  • redo a search engine for a portable device - see google, vivisimo, teoma

 

 
project considerations : 
  • how will the content will be cut up, newly created, reorganized, re-written, altered, de-constructed into interactive content - how long, what form, what mediums, etc.
  • how will the content will be combined at play time
  • what are the affordances provided to the audience for manipulating the experience to their own goals and purpose
  • what are the relationship(s) between the designer/author and the audience - Tour guide, facilitator, provocateur, librarian, boss, co-worker, museum docent, dictator, servant, etc.
  • what is the arc of the user experience? Is there an introduction? Is there a summary? How long does the experience last? What control does the user have over the arc?
  • what are the benefits of the interactions in the work? I.e. what does the audience get out of interacting, and how is this better or different from traditional media?

 

 
group projects : 

Group projects are allowed on this project, with the following rules:

  • the project must be larger than typical individual project
  • each team member must have a specific primary design responsibility. For example:
    • content design, editing & integration
    • visual design
    • information design
    • interaction design
    • etc.

 

 

all materials on this web site © copyright 2004, Philip van Allen

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